- 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.
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.
When a user sends or recieves a Message using a PDA, the UI (if open) will now update instantly to show the sent/received message (this uses the new nanomanager.update_user_uis proc).
An example of where the update_user_uis proc will be used is in updating any open PDA UIs for users when sending or receiving messages.
Added a link to the new NanoUI wiki page in the TemplatesGuide.txt file.
Fixes the line breaks in notes so it doesn't piss of nanoUI when you have multiple lines.
Also fixed quotes, this will remove the ability to use less then and greater then in notes but not much I can do about that without
adding a bunch of replacetext procs encoding and decoding only those items.
Cartrdige name is no longer fixed size causing oddities with really long names (quartermasters).
Fixed a </span> to not have a line feed in the middle of it making the UI unusable in mode 47 if there are no requests.
Set the Supply Records to use the same style as Security/Medical Records.
Creates NanoUI for the PDA and Syndicate Uplink.
New features:
Crew manifest now sorted with department heads at the top.
Can select individual conversations and delete individual conversations among PDA's
Powernet Monitor much more simple now and easier to read.
Janitorial supplies locator now includes Janicart.
Items will actually refresh if you click "Refresh"
Some other changes:
Captain's PDA cartridge now has all access (added janitor access and quartermaster access)
With the conversation change I had to change how tnote (the variable that holds PDA messages works.
Setup the message server to use the new methods.
Removed procs that will no longer be used (UI generation procs from old UI methods)
Commented everything the best I can.
Created HORRIBLE, TERRIBLE lists. But it's pretty much required because that's how nanoUI rolls.
Created a variable on the uplink called NanoUI items, this list is created upon creation of the
uplink.
I included the functionality for Mimes and Clowns for our downstream servers that have those.
Added some if statements so that NanoUI for the booze/soda dispensers isn't /exactly/ like the chemdispenser, mentions glass instead of beaker, and "drinks" instead of chemical.
Also removed my debug messages
Updated the Chem Dispenser UI with an Energy bar.
UIs attached to the Chem Dispenser will now update on recharge(), recharge now recharges 1 every 15 ticks instead of 2 every 30 (to make it feel more fluid).
* Visibility updates (now uses line of sight).
* Added displayBar() template helper for displaying progress/health bars.
* Added new health bars to Nano UI Cryo.
* Added Eject Occupant to Nano UI Cryo.
* Nano now handles Topic for the src_object, allowing it to only allow interactions with UIs that have a "STATUS_INTERACTIVE" status/visibility.
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nanoui - For creating and updating browser UIs
manomanager - For managing nanouis
Includes the "D:\Development\SS13-TG\code\game\machinery\cryo.dm" rebuilt using Nano.
Templates are stored in /nano/templates
This code is in development, it's also not commented yet.