- Removed duplicate boxes from janitor and paranormal ert loadouts
- Added telebaton to janitor loadout (they do have an all-access ID to
defend)
- Tweaked borgs to fix a runtime on spawn
- Clarified logging format
- Made panel look much nicer
- Added 2 and 4 slot options in panel
- Made no-slot positions display as '-' rather than '0'
This commit does the following:
- Updates all of the dependencies for NanoUI, and changes the
package.json file to use very specific versions instead of version
ranges.
- This includes FontAwesome. More icons have been added.
- Completely guts the TGUIv2 Gulp buildscript. It has been rewritten in
regular JavaScript.
- Fixes the broken codemirror functionality for Nano (currently unused)
No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
Air Traffic Control from Polaris. Every TBD to TBD minutes, a radio
exchange happens between a ship and Cyberiad Space Control, ranging from
system transfer permission to declaring an emergency.
Refactored MAP_NAME into /datum/map files. This also allows for built-in
map lore (really just the name and system, which is only used for ATC).
Secondary commit will adjust all of the lore to match our own instead of
Polaris's.
This commit changes how NanoUI's live data updating system works.
Previously, data for the template was directly gathered in the
ui_interact proc. Now, it is seperated into the proc `ui_data`.
To players, this does absolutely nothing.
To coders, this opens up the potential for a much more complicated and
fancy graphical updating system in the future, because the data is
available on-demand without ever having to call
nanomanager.try_update_ui.
Changing your body accessory or alt head will now update the list
entries since the amount of available markings will change depending on
which body accessory/alt head you have.
can_change_alt_head() will now check the head organ's species instead of
the body's species.
can_change_markings() has been updated as per the style of a recent PR
(forgot the number).
Resolves an oversight where the Unathi Tiger Head marking was intended
to be available regardless of what alt head you had but wasn't in
reality.
Resolves an oversight where while the body Tiger markings were darkened, the head/face Tiger markings were forgotten.
Patches the last couple gorey spots I missed.
Tajara ears are on their head now, fixes a crash bug with tail wagging
with body accessories that are split-rendered, adds secondary
hair/facial hair themes, fixes issues with human/skrell arm/lower body
sprites etc.
- Styling fixes
- Added post_build() to stack recipes, for any recipes that need to do
something special
- Called with two arguments, the stack that it originated from, and the
new object.
- Moved stack recipes to their own file
Currently, only two things use post_build
- Cablecuffs use it to color the cuffs the same as the wire they
originated from
- Metal rods use it to call update_icon, in order to display the correct
sprite for whatever amount of rods you created.
You can now colour the webbing of webbed Unathi frills independently.
Morph and CMA support has been included.
Splits tigerhead sprites into 3 versions in order to better fit the
different ears of the three species that can use it.
Another parameter has been added to the update_body proc that allows you
to force the regeneration of limb icons. Absolutely crucial to alt_heads
as, without this functionality, you would never be able to change the
head after you spawned via Morph or CMA among other issues.
Adds Tajara inner ear and muzzle colouration as head markings, adds muzzle colouration for Unathi (sharp and round) as head markings, adds belly colouration for Tajara and Unathi as body markings.
Fixes issue where the Unathi stripe marking name in sprite_accessories was incorrect.
Also fixes a bug where setting your IPC's head to 'normal' gave it a random screen style that was often not compatible with the monitor head.
Does a bit of tidying up in tail generation mainly, but also in icon skin-tone handling and just about everywhere else I ended up working.
Adds ears to Tajara heads. Removes ears from tajara hairstyles.
Removes the now pointless Tajaran Ears hairstyle and renames the Tajaran hair objects appropriately.
Adds a Vulpkanin Body Marking and some Tail Markings.