we don't have dectalk, so that can go
the command var is completely unused, seems legacy from the goon
implementation.
The chatmode stuff doesn't do anything at all that I can see and no
alternative spritesheets exist
Goonchat will use the asset cache, you now have to specify who to send the icons too.
Goonchat will now load icons in the background, displaying them once they load. this prevents the message from being delayed while the icons are sent.
Icons that aren't preloaded using the asset cache system will not render on ie8 clients. This is because of a ie8 bug that prevents changes on runtime created images from rendering.
* Makes bIcon scale to 16x16 like chat output did
There was lag and ddos issues because to_chat does certain find replace operations on the resulting string, so putting base64 encoded data of large images in these strings would be insanely and excessively costly.
This is basically banking on the assumption that md5 on a 480x480 image is less costly than 4 find/replaces and 2 html_encodes.
If this doesn't work or we need larger icon support for some reason, I'll just move bIcon over to the asset cache system.
* Temp fix for output control issue messing up goonchat
I'll need to do some more testing on this, but this should likely be a test mergeable fix. I might not be back at my home computer until sunday night/monday.
* Fix quote
* Adds verb to fix goonchat and log what was needed to fix it.
Makes shit robust, AND lets it know whats going on.
* Update ooc.dm
* Fix some stupidity in to_chat
* Simplify the winset
Disabling the controls seems to do nothing effective.
* y-you too, t-thanks
* Fix some short term memory issues in the code.
* Warns users to update byond if goonchat gets overridden by old chat
* Refactors malf AI modules to modern standards
* Updates the goonchat stylesheet
* Moves air and fire alarm overrides
* squash commits!
* Fixes some things
* Review, fixes
* does the thing!
* Requested changes