Added var denoting which direction is fore of the ship.
Adjusting speed now applies movement effect on ship's zlevel.
Added working engines system. Only defined type currently is thermal engine.
Acceleration is now based on total thrust and ship's mass.
Added engine control console.
Changed shuttle control console to use custom interface to pick destinations.
Shuttles can now go between any types of sectors, not just ship->sector.
Shuttles cannot return to base if they are too far on overmap.
Moved helm computer to NanoUI.
Helm computer now stores navigation data records instead of polling info from actual overmap objects every time.
Metaobjects now can define if sector is well known, in which case it will be automatically added to helm computer records on creation.
Can add and delete records.
Escape pods now no longer launch automatically during regular crew
transfers. However they can be set to launch during a regular crew
transfer by emagging the escape pod controller.
Also fixes emergency shuttle arrival announcement having the wrong ETD.
Originally the purpose of the docking override was to allow the shuttle
to move even if it couldn't undock properly (e.g. the doors were stuck
open), however it makes more sense just to have the shuttle take care of
that. This commit now makes the behaviour of the docking overrides line
up with it's new purpose.
Squashes 3 commits:
Shuttles now dock on arrival and departure
Adds docking controller to outpost, tweaks
Finishes off shuttle_console
Could use some cleanup, though.
Commented out the debug stuff.
Squashes 3 commits:
Adds a controller for single door based docks
Adds a docking controller to the research shuttle
Adds override control to airlock dock nano-ui
Squashed 10 commits:
Adds simple docking controllers
Adds docking_controllers.dm
Moves docking handshake code into its own type
Keeps docking code separate from the code for messing with airlocks and
doors.
Improves handling of invalid states
Adds docking controller to research shuttle dock
Also adds the start of a nano-ui template.
Resetting the dock controller resets the override
Adds debug verbs
Adds support for overriding docking checks
Less confusing name for the docking program
- removed double windows
- added pipe dispensers
- removed one rogue wire
- rearranged the atmos monitoring room based on forum feedback
- changed radiation collector blast doors to same switch network
- tweaked poddoor New() function so they render over glass if closed at round start
- setup engine room pipe network to neutralize the SM at round start - it now cools the nitrogen in the chamber
- added extra functionality to advanced airlock "purge" and "secure" buttons
- made a few tweaks to airlock/door controller NanoUI
- /datum/computer/file/embedded_program moved from embedded_controller_base.dm to code/game/machinery/embedded_controller/airlock_program.dm
- embedded_controller_base.dm cleaned up and identical parts of the controller subtypes were moved here
- embedded_controller subtypes moved to code/game/machinery/embedded_controller/airlock_controllers.dm
- Added nanoUI templates for airlock controllers
- Added a couple of classes to nano/css/shared.css for colouring buttons
- Minor map update to maintain airlock compatibility and fix a broken airlock near virology
Problem: NanoUI auto updates, if you have a div with a scroll bar it will automatically scroll to the top.
Solution: Remove the set size on these div's that have this issue and let the entire screen scroll instead since that isn't messed with on refresh.
* Created Nano UIs for the Gas Cooling System and Gas Heating System
* Standardized the reference structure for procs (they now use use full paths, instead of relative)
* Standardized the names of each machine ("gas cooling system" and "had heating system") for both the object and the UI title
Since we no longer have to send data on first UI view we can remove those
checks and only look at the data we need to send when we need to send it.
Also fixed a couple of the links on the status display function.
* Simplified the code used in ui_interact procs and updated all current uses.
* Removed ununused jsviews JavaScript code (replaced it with vanilla jsrender).
* Added a message to the UI which shows if JavaScript is disabled (people with JavaScript disabled previously got blank UIs).