* Air Sensor are Craftable, Removed from RPD UI, Have New Linking System (#75869) ## About The Pull Request **1. Craftable & Removed from RPD UI** 1. Air sensor's are now craftable 2. You can turn them on/off with hand. Even though turning off the sensor will change it to a diffrent type[from `obj/machinery/air_sensor` -> `obj/item/air_sensor`] it's I/O port's are sill preserved when turning them on although you have to assign it a new name again which is usefull if you want to change the sensor's purpose in game. 3. They can now only be deconstructed by a welding tool and should be wrenched in place to turn them on. 4. Turned off air sensor's once unwrenched can be picked up like any regular item 5. Air sensor's are removed from the RPD UI because they don't go with pipes so it logically doesn't make sense to group them with pipe related device's Removed unused code in the process https://github.com/tgstation/tgstation/assets/110812394/3439a0f3-9c48-43ac-8f4b-98135435ec13 **2. New ID System** The problem with air sensor's is that each sensor is assigned a unique ID which is then stored in `GLOB.objects_by_id_tag` list. Each sensor name it's assigned based on the gas it's trying to sense(for naming only even though it can detect other gases) So if 2 sensor's having the same ID are made they will overwrite each other in this list leaving one sensor orphaned in the world which cannot be referenced because it's value was overwritten by a new sensor having the same ID in this list. The Solution? Rather than having all atmos computer's look up sensor's from this 1 global list make each computer keep track of all sensor's it's responsible for in it's own local list[which i called `connected_sensor's`] this way 2 sensor's can have randomly generated names in the global `GLOB.objects_by_id_tag` list but the computer will know what sensor to look up in this list based on the stored sensor ID's in the `connected_sensor's` list Basically what i am getting at is now you can make as many air sensor's as you wish but you will know have to connect that sensor to the computer using a multitool. Notice in the video how i made 2 sensor's called `Supermatter Chamber Sensor's`] and every time you try to connect an sensor which has the same name[`Supermatter Chamber Sensor's` in this case] they will ovewrite the old sensor in it's list as shown in the video https://github.com/tgstation/tgstation/assets/110812394/b5283c3b-c8a1-4b94-a6a8-8ba7a0007615 **Why it's good for the game**  I agree. Also air sensor's taking up a full Tab/Section in the RPD UI wasted a lot of UI space so that's removed now. Also making the air sensor's wrenchable and pickable item's was also requested in https://github.com/tgstation/tgstation/pull/72019#issuecomment-1355499873 so you relate them to device's like meter's Another huge issue was that the number of air sensor's you can make in the world was limited because each sensor in the world must have a unique ID but that's finally fixed now so yeah make as many sensor's as you want. ## Changelog 🆑 add: air sensor's are craftable refactor: air sensor's can now be turned off by hand and can only be deconstructed by a welding tool refactor: removed `Params()` proc qol: unwrenched air sensors can be picked up & recycled like regular item's del: air sensor are removed from the RPD UI qol: air sensor's are no longer restricted by their unique ID's which mean you can craft as many air sensors as you want. /🆑 --------- Co-authored-by: Time-Green <timkoster1@ hotmail.com> * Air Sensor are Craftable, Removed from RPD UI, Have New Linking System --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@ hotmail.com>
Asset cache system
Framework for managing browser assets (javascript,css,images,etc)
This manages getting the asset to the client without doing unneeded re-sends, as well as utilizing any configured cdns.
There are two frameworks for using this system:
Asset datum:
Make a datum in asset_list_items.dm with your browser assets for your thing.
Checkout asset_list.dm for the helper subclasses
The simple subclass will most likely be of use for most cases.
Call get_asset_datum() with the type of the datum you created to get your asset cache datum
Call .send(client|usr) on that datum to send the asset to the client. Depending on the asset transport this may or may not block.
Call .get_url_mappings() to get an associated list with the urls your assets can be found at.
Manual backend:
See the documentation for /datum/asset_transport for the backend api the asset datums utilize.
The global variable SSassets.transport contains the currently configured transport.
Notes:
Because byond browse() calls use non-blocking queues, if your code uses output() (which bypasses all of these queues) to invoke javascript functions you will need to first have the javascript announce to the server it has loaded before trying to invoke js functions.
To make your code work with any CDNs configured by the server, you must make sure assets are referenced from the url returned by get_url_mappings() or by asset_transport's get_asset_url(). (TGUI also has helpers for this.) If this can not be easily done, you can bypass the cdn using legacy assets, see the simple asset datum for details.
CSS files that use url() can be made to use the CDN without needing to rewrite all url() calls in code by using the namespaced helper datum. See the documentation for /datum/asset/simple/namespaced for details.