* Better notifications
* Add buttons to del/move tabs in edit mode
* Add a <span> to emotes
* Fix duplicate IDs in VChat and add more logging
* VChat: Redone chat output in Vue.js
* Ported tg asset cache
* VChat DME Update
* Replace \image macro with bicon()
* NanoUI Subsystem Fixes
Don't do this, the asset subsystem does this for you
* Allow narrate/globalnarrate shenanigans
Allows HTML if your entire thing is HTML
* Disable bicon() icon object cache, and create text tag cache
* Ore Scanner is written incorrectly
Only revealed by vchat
* Fixes 2 VChat bugs
* Underline links in VChat
* Fix LOOC color
* VChat Improvements
Hopefully, anyway.
- Arbitrary font size setting
- Line height setting
- Multiple crush settings
- Rewrote how tabs work hopefully for performance
- Hidden messages are actually put elsewhere
- Attempts to correct chat backlog restore on rejoin
* Surgery steps to use <span>
* Some VChat Tweaks
- Chat remains between client reconnects if your client didn't close (so things like using the reconnect button, or autoreconnects at round end when that feels like working)
- The client doesn't send pings to the server, the server sends pings to the client. This fixes AFK measurements for AFK kick purposes.
- Turn latency indicator into a green/red indicator to show if you're connected, and when clicked will perform a one-time ping (and block doing it again for 10 seconds). It will display '?ms' if it never got a reply, or '999ms' if it did, but it was over 1s.
* Include date in filename for VChat log save
* Merge pull request #6767 from Cyantime/patch-2
Change chat export naming scheme
* Adds VChat tab saving
Saves every time you enter/exit edit mode. Persists between rounds, VChat reloads via verb, etc.
* Fix chat exporting when someone has used unicode
Only affects clients still using 512
* Use CLIENT_FROM_VAR for ease of code reading
* Update code/modules/client/asset_cache.dm
Co-Authored-By: Novacat <35587478+Novacat@users.noreply.github.com>
* Fix runtime when client disconnects before vchat loads
* Fix polaris version of command reports
* Fix LOOC color in oldchat
* Put some styles in various adminpm messages
* Round info and advanced who spans
* Fix missing tag-end
* Maybe fix images for linux and statpanel but also doom everyone
Co-authored-by: ShadowLarkens <ShadowLarkens@users.noreply.github.com>
Co-authored-by: Novacat <35587478+Novacat@users.noreply.github.com>
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
* Fixes reinforced Walls construction
when having one sheet left in the stack
* Amends Windoors
- Assemblies are now made with two sheets of either normal or reinforced
glass sheets, for normal and secure windoors respecting.
- Assemblies can now be named with a pen, just like airlocks.
- Windoor assemblies now get placed like windows, and windows take
windoor assemblies into account when placed.
- Decapitalises windoor assembly names.
- Shattering windoors will make them drop exactly what they were made of
now.
- Prying emagged windoors will no longer make them shatter on top of
returning to an assembly.
- Cleans up a lot of code and gets its own update_icon() proc.
* Amends airlocks
- Fixes airlocks occasionally not updating their icon correctly.
- Fixes airlocks causing sparks on spawn as if they were damaged.
- Fixes airlock not being anchored after being turned into an assembly.
- Decapitalises airlock names.
* Windows that get unanchored by force will now correctly have the rotate verb.
* Adds changelog entry
Grilles no longer return more rods than they were created from when destroyed (by method other than wirecutters).
Rods are now acquired from and returned to a pool.
Also adds a pre-broken grille for mapping, avoids the case where one might be able to destroy the same grille twice.
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Makes reinforced glass a subtype of glass, cleans up window creation copypasta.
Cleaned up window initialization leaking outside of the window constructor.
Removes unnecessary init_dir var from windows.
Committing this early to allow pete to commit something involving the .dme file which would probably conflict otherwise.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4514 316c924e-a436-60f5-8080-3fe189b3f50e