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* First steps. Template and some BYOND-side work * Change of plans, fuck NanoUI, we html_interface nao. Canvas painting code moved to it's own .dm, .tmpl split into .tpml and .js. You can use a pen on a canvas to start drawing, can't save your drawing yet but it loads whatever data was already in there. So far so good. * Tweaks nanotrasen.css cause it SUCKS. Link buttons behave like shared.css', and text inputs look better (that border had no business being so thick). TODO: Check the MSGS' _UI cause it had a button input that looked like ass because of the CSS applying to all inputs * UI and UI code overhaul. Topic receives data. TODO: clean up UI code, It's a mess. paintTool.js should probably get split up further, separate the painting from the blending modes or something. * Sanity, saving, description, and href-multi integration * Yay, procastrination. Also, split UI and Topic logic into reusable datum separate from object, and some more sanity. I really should get to the "display the painting in-game" part at some point * IT WORKS! Paintings are showing up in game. * Crayons! And pens and color and stuff * Soap to clean/blank, and moving "Title" before "Author" on UI * Couple fixes * Paint brushes! Icons may need replacing, specially inhands * Cyan paint bucket. UPDATE WIKI: SUPPLY PACKS * Container fix. Picking a human's blood color as paint is funny, but weird * Can't quite remember what I was up to last time, moved files to their own folder on /module I guess. Just, getting my stuff out there for a PR * Supply crate and Eneocho's glass idea * fugg * Color transparency and movement throttling * Hair dye spray cans. Outperformed by rainbow crayons, those get two colors on top of the picker. Should implement brush size to give them an actual advantage. Maybe stronger paint? * Fixes a couple oopsies after rebasing to (as of writing) current Bleeding Edge * new icons * .dme * Palette Co-authored-by: JellyVeggie2 <78439377+jellyveggie2@users.noreply.github.com>