* Changes checks for zlevel 1 to map.zMainStation
* Replace all hard z-level checks with checks from _map.dm
* Hey look at all this manual z assignment (basically none)
* Whoops
* nanouwhy
* aaaa
* w h y
* Move DMI files over to 64x64
* Lighting overlay + world.icon_size.
* Change 32 to world icon size
* Adds pixel shift multiplier
* Fix accidentaly 16 -> world_icon_size/4 conversion to proper world_icon_size/2 conversion
* Fixes lighting properly
* Fix spacepods bounds
* Redo all icons with BYONDTools bug fixed
* Update ALL the map files dear god
* Double crayon font size
* Update all screen locs
* Fix contextual clicks
Couldn't use PIXEL MULTIPLIER here for the most part due to the fact most of these are ranges and doubling them would leave empty spaces
* Fixes maptext size and the final touch ups on antag screen locs
* Runs optipng on the DMI files in last commit.
Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit. This fixed that.
* Reduces parallax size a bit for 64x64 map sizes
* Fix lobby screens
* Fix DME
There was an issue due to the fact the mapname I was using was a directory name, which browse_rsc() ignores all for the last portion of, and the js was trying to read the full name with the directory.
This makes it just use the nameShort of the map which has no directory which will be truncated.
Fixes the bug where the map isn't replaced properly, I should hope, considering I'm telling it to try resending resources each time you open the thing again.
Fixes the bug where the map is the same between rounds when it shouldn't be, by removing the chance of collision between maps. I know I said that before but I did it wrong that time and the js was never modified so it never could have worked.
Also added some whitespace to give readability to some of the headers.
modify all the maps, replace restaurant with icecream truck
add rewards to ice cream truck and satelite, defines
fix maps
remove cursed satelite of doom
Add hivebot factory to replace haunted satelite. Fix minimaps for good
maploader lighting
woops
Adds clown base
remove exclamation marks
nerd
Adds a ruined R-UST vault.
Remove vaults from z1, fix hivebot factory
Deals with the 6 or so verbs that show up when you aren't an admin
-Both nano map generators have been moved to mapping (debug verbs) tab so that they aren't seen by everyone needlessly.
-The hard del() checking proc was fixed (it did NOTHING for months), improved, and moved to debug verbs as well
-THe check mob list is now hidden, can still be accessed by typing the verb with . infront of it in case it is necessary
-The debug verb for cameras, view datum, is commented out because it's debug code for testing a specific thing
Fixes#6744
- Fixes 2 missing jobs and 2 incorrect jobs from the crew monitoring computer
- Makes the crew monitoring computer use RANK to sort instead of ASSIGNMENT, rank is the true job value and assignment is the value to the alternate job title, we want to use rank so we don't need to write down every alt title
Global Asset Cache.
This is my attempt to fix login lag.
Resources sent to clients via `browse_rsc()`, most commonly at `/client/New()`, these resources include stylesheets, images, javascript files, ... and other things used in UIs.
All these files get sent by our BYOND code in an instant, except that it takes BYOND goddamn ages to get them to the client them.
What this MR attempts to do is send files when they are first needed, instead of when the client first logs in.
The way it works:
"Assets", things that get sent to the client somewhere, are stored in a global cache, the `asset_cache`, this is an assoc list with the key being the filename on the client and the assoc value being the actual thing that gets sent, it can be anything supported by `browse_rsc()`.
Clients are stored with a list of resources they SHOULD have, this list DOES NOT persist between rounds or even client reconnections, as that would be unsafe.
When a UI (or anything in general) needs an asset, it will call `send_asset(client, asset name)`, this will send the asset and mark it as sent for that client, but only if it isn't already sent.
This works, except the issue is, `winset()` and `output()` don't get affected by the browse queue, as the HTML interface module uses these, there are issues because the UI opens before the resources arrive at the client.
~~Working on a fix for the issue, probably a `sleep()` to imitate the "lag"~~
See merge request !120
RCDs now work on a system of schematics, with an RPD style UI.
RPD, RCD, RSF and tile painters all implemented into this new system. (reverted from commit ccb9ceb811) (reverted from commit 1d9a328ba6)
RCDs now work on a system of schematics, with an RPD style UI.
RPD, RCD, RSF and tile painters all implemented into this new system. (reverted from commit ccb9ceb811)