Commit Graph

18 Commits

Author SHA1 Message Date
oranges
9b7d23776c Auto load required nanoui files on client login
This is still an inprogress so please do not merge
2015-02-25 12:25:21 +13:00
carnie
a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
Firecage
129865d565 Giacom Fixes 2014-08-06 20:22:36 +02:00
Firecage
9732b3a254 Absolute paths for 3 nanoUI files
...

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2014-08-06 19:02:30 +02:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
Mark Aherne (Faerdan)
53b2d2e928 NanoUI Update
* Refactored the code used in the ui_interact procs to be neater and easy to understand (also less code duplication). Updated all existing ui_interact procs to match.
* Rebuilt (and simplified) template rendering system, removed data-linking (the use of carets "^" in templates) and the need to send the full data structure every update (just send whatever you want now, it's fully dynamic). Updated all existing templates to match.
* Restructured HTML and JavaScript to increase compatibility with IE (this fixes "blank uis" for many users).
* Increased the number of error messages to help diagnose issues.
* Multiple performance improvements, especially when updating an open ui.
* Added the ability to update a ui for an individual user (nanomanager update_user_uis proc, used for things like realtime messages in Bay's PDA).
* Added a "Loading..." notice to the UI. If this stays then your JavaScript isn't enabled.
* Removed redundant wip apc.tmpl file.
* Added a link to the online docs in TemplatesGuide.txt.
2014-01-09 01:02:13 +00:00
YotaXP
cb6896489f Fixes Issue #1867 2013-11-30 16:42:08 -05:00
YotaXP
139d045b0c Implements NanoUI for APCs, and make a couple other tweaks to the NanoUI framework.
AI can also toggle the APC lock for human access.
2013-11-09 22:02:06 -05:00
Mark Aherne (Faerdan)
83b419decb Added documentation for the ui_interact proc.
Moved the client nanoclose verb into nanoexternal.dm.

Removed debug comments.
2013-09-11 22:18:11 +01:00
Mark Aherne (Faerdan)
0915afda20 Minor fixes. 2013-09-11 21:24:06 +01:00
Mark Aherne (Faerdan)
faf368af88 Documented Nano code. 2013-09-10 20:40:15 +01:00
Mark Aherne (Faerdan)
a8f764099e Fixed client side UI failure caused by apostrophes in text.
Updated the Chem Dispenser UI with an Energy bar.

UIs attached to the Chem Dispenser will now update on recharge(), recharge now recharges 1 every 15 ticks instead of 2 every 30 (to make it feel more fluid).
2013-09-01 00:50:26 +01:00
Mark Aherne (Faerdan)
b4e4da6c2d Fixed issue with links/buttons not working until first update. 2013-08-28 22:20:46 +01:00
Mark Aherne (Faerdan)
aa0a9bd2e3 Added Nano UI Chemistry Dispenser.
Fixed UI update issue with non auto-updating UIs.

Misc tweaks for CSS and JS for UI styling.
2013-08-28 17:12:47 +01:00
Mark Aherne (Faerdan)
1a12fe4507 Nano now handles Topic for the src_object, allowing it to only allow interactions with UIs that have a "STATUS_INTERACTIVE" status/visibility.
Small tweaks to the Cryo topic.
2013-08-26 23:34:38 +01:00
Mark Aherne (Faerdan)
4f31591fd3 Nano UI Framework updates.
* Nano UIs now "work" with AI and Cyborgs.
* Visibility updates (now uses line of sight).
* Added displayBar() template helper for displaying progress/health bars.
* Added new health bars to Nano UI Cryo.
* Added Eject Occupant to Nano UI Cryo.
2013-08-26 21:36:47 +01:00
Mark Aherne (Faerdan)
05da330271 Fixed issue with Nano UI windows taking seconds to load.
Removed user << browse_rsc() entries as they caused the delay. New assets (stylesheets, scripts, templates and images) have to be added to the client's send_resources proc or they will not exist on the client.
2013-08-21 01:49:45 +02:00
Mark Aherne (Faerdan)
57fa79a89d Nano UI Framework
------------------------------------------------------------
nanoui - For creating and updating browser UIs
manomanager - For managing nanouis
Includes the "D:\Development\SS13-TG\code\game\machinery\cryo.dm" rebuilt using Nano.
Templates are stored in /nano/templates

This code is in development, it's also not commented yet.
2013-08-19 21:23:53 +01:00