* Map gen verb is now limited to those with server access.
* Added Z layer support.
Conflicts:
code/modules/admin/admin_verbs.dm
nano/images/nanomap.png
* Simplified how items are positioned on the map (e.g. ((value.x - 1) * 8) is now just value.x, scaling is applied later).
* Added four zoom levels (x1.0 to x2.5, triggered by links in the template).
* Moved the "Generate NanoUI Map" into the Server tab, to prevent it being used by admins accidentally.
Conflicts:
nano/images/nanomap.png
The map functionality has been added to the crew monitor console to show active crew trackers, this is working but needs refinement (icons etc.).
Conflicts:
code/modules/nano/nanoui.dm
The layout HTML (which was mainly used for the title bar) is no longer hard coded in nanoui.dm.
Layouts are now dynamic and each consists of a template and stylesheet (CSS) file.
Multiple layouts can exist, they can be switched to using the set_layout_key proc. See the proc comments for more info.
Added "default" and "basic" layouts, "basic" has no title bar.
Moved image source assets (GIMP and Flash files) into a separate source folder so that they are not sent to the client.
Conflicts:
code/modules/nano/nanoui.dm
The flist (file list) proc was being used multiple times for each client user logon, this now only occurs once when the server starts.
Hopefully this fixes the nanoui assets issue which occurs during peak usage.
Conflicts:
code/modules/nano/nanomanager.dm
* Made NanoUI caching code neater, added check for directories (which are ignored).
* Moved SET to between MIN and MAX on SMES UI.
Conflicts:
code/modules/nano/nanomanager.dm
* NanoUI now finds and sends it's assets to the client (css, images, javascript and templates).
Part of my effort to make creating NanoUIs as simple as possible. This removes the need to add new NanoUI assets (such as templates) to the client send_resources proc.
Conflicts:
code/modules/client/client procs.dm
code/modules/nano/nanomanager.dm
* Moved the receiveUpdateData JavaScript into the head so that it's loaded first.
This is to prevent an error which occurs if an update is recieved from the server before the UI is fully loaded.
* Restructured HTML in an attempt to fix the "blank UI" issue.
* Added a crap ton of debugging messages.
* Added a loading message to the UI.
Conflicts:
code/modules/nano/nanoui.dm
nano/js/nano_update.js
* 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).
Conflicts:
code/game/objects/items/devices/PDA/PDA.dm
code/game/objects/items/devices/uplinks.dm
code/modules/reagents/Chemistry-Machinery.dm
nano/css/shared.css
as you don't need to provide the full data structure up-front, part of an effort to make NanoUI more accessible.
I have removed the carets (^) from all templates as they are not used any more.
For safety I moved the src_object and user checks from the master controller to the nanoui process proc.
Conflicts:
code/game/objects/items/devices/PDA/PDA.dm
nano/js/libraries/2-jsviews.js
nano/templates/chem_dispenser.tmpl
nano/templates/telescience_console.tmpl