missing icon fix & stop throwing out parts
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@@ -12,7 +12,7 @@
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name = "Boss Killer"
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desc = "You've come a long ways from asking how to switch hands."
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database_id = "Boss Killer"
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icon = "firstboss"
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// icon = "firstboss"
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/datum/award/achievement/boss/blood_miner_kill
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name = "Blood-Drunk Miner Killer"
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@@ -117,14 +117,14 @@
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database_id = BOSS_MEDAL_WENDIGO_CRUSHER
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//should be removed soon
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/datum/award/achievement/boss/king_goat_kill
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name = "King Goat Killer"
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desc = "The king is dead, long live the king!"
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database_id = BOSS_MEDAL_KINGGOAT
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icon = "goatboss"
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// /datum/award/achievement/boss/king_goat_kill
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// name = "King Goat Killer"
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// desc = "The king is dead, long live the king!"
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// database_id = BOSS_MEDAL_KINGGOAT
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// icon = "goatboss"
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/datum/award/achievement/boss/king_goat_crusher
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name = "King Goat Crusher"
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desc = "The king is dead, long live the king!"
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database_id = BOSS_MEDAL_KINGGOAT_CRUSHER
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icon = "goatboss"
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// /datum/award/achievement/boss/king_goat_crusher
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// name = "King Goat Crusher"
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// desc = "The king is dead, long live the king!"
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// database_id = BOSS_MEDAL_KINGGOAT_CRUSHER
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// icon = "goatboss"
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@@ -80,10 +80,10 @@ micro-manipulator, console screen, beaker, Microlaser, matter bin, power cells.
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comp_path = def_components[comp_path]
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if(ispath(comp_path, /obj/item/stack))
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M.component_parts += new comp_path(M, comp_amt)
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M.component_parts += new comp_path(null, comp_amt)
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else
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for(var/i in 1 to comp_amt)
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M.component_parts += new comp_path(M)
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M.component_parts += new comp_path(null)
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M.RefreshParts()
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@@ -443,14 +443,6 @@ GLOBAL_PROTECT(admin_verbs_hideable)
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// holder.ban_panel()
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// SSblackbox.record_feedback("tally", "admin_verb", 1, "Banning Panel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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// /client/proc/unban_panel()
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// set name = "Unbanning Panel"
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// set category = "Admin"
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// if(!check_rights(R_BAN))
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// return
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// holder.unban_panel()
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// SSblackbox.record_feedback("tally", "admin_verb", 1, "Unbanning Panel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/game_panel()
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set name = "Game Panel"
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set category = "Admin.Game"
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@@ -24,7 +24,7 @@
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/datum/asset_cache_item/New(name, file)
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if (!isfile(file))
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file = fcopy_rsc(file)
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hash = md5asfile(file) //icons sent to the rsc sometimes md5 incorrectly
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if (!hash)
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CRASH("invalid asset sent to asset cache")
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@@ -232,6 +232,7 @@
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"bbgum" = 'icons/UI_Icons/Achievements/Boss/bbgum.png',
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"colossus" = 'icons/UI_Icons/Achievements/Boss/colossus.png',
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"hierophant" = 'icons/UI_Icons/Achievements/Boss/hierophant.png',
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"drake" = 'icons/UI_Icons/Achievements/Boss/drake.png',
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"legion" = 'icons/UI_Icons/Achievements/Boss/legion.png',
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"miner" = 'icons/UI_Icons/Achievements/Boss/miner.png',
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"swarmer" = 'icons/UI_Icons/Achievements/Boss/swarmer.png',
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@@ -245,16 +246,20 @@
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"clownking" = 'icons/UI_Icons/Achievements/Misc/clownking.png',
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"clownthanks" = 'icons/UI_Icons/Achievements/Misc/clownthanks.png',
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"rule8" = 'icons/UI_Icons/Achievements/Misc/rule8.png',
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"longshift" = 'icons/UI_Icons/Achievements/Misc/longshift.png',
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"snail" = 'icons/UI_Icons/Achievements/Misc/snail.png',
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"ascension" = 'icons/UI_Icons/Achievements/Misc/ascension.png',
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"ashascend" = 'icons/UI_Icons/Achievements/Misc/ashascend.png',
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"fleshascend" = 'icons/UI_Icons/Achievements/Misc/fleshascend.png',
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"rustascend" = 'icons/UI_Icons/Achievements/Misc/rustascend.png',
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"voidascend" = 'icons/UI_Icons/Achievements/Misc/voidascend.png',
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"toolbox_soul" = 'icons/UI_Icons/Achievements/Misc/toolbox_soul.png',
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"chem_tut" = 'icons/UI_Icons/Achievements/Misc/chem_tut.png',
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"mining" = 'icons/UI_Icons/Achievements/Skills/mining.png',
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"changeling" = 'icons/UI_Icons/Achievements/Mafia/mafia.png',
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"chaplain" = 'icons/UI_Icons/Achievements/Mafia/town.png',
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"clown" = 'icons/UI_Icons/Achievements/Mafia/neutral.png',
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"mafia" = 'icons/UI_Icons/Achievements/Mafia/mafia.png',
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"town" = 'icons/UI_Icons/Achievements/Mafia/town.png',
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"neutral" = 'icons/UI_Icons/Achievements/Mafia/neutral.png',
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"hated" = 'icons/UI_Icons/Achievements/Mafia/hated.png',
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"basemafia" ='icons/UI_Icons/Achievements/basemafia.png',
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"frenching" = 'icons/UI_Icons/Achievements/Misc/frenchingthebubble.png'
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)
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@@ -24,12 +24,14 @@ Call .get_url_mappings() to get an associated list with the urls your assets can
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See the documentation for `/datum/asset_transport` for the backend api the asset datums utilize.
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The global variable `SSassets.transport` contains the currently configured transport.
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The global variable `SSassets.transport` contains the currently configured transport.
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### Notes
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### Notes:
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Because byond browse() calls use non-blocking queues, if your code uses output() (which bypasses all of these queues) to invoke javascript functions you will need to first have the javascript announce to the server it has loaded before trying to invoke js functions.
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To make your code work with any CDNs configured by the server, you must make sure assets are referenced from the url returned by `get_url_mappings()` or by asset_transport's `get_asset_url()`. (TGUI also has helpers for this.) If this can not be easily done, you can bypass the cdn using legacy assets, see the simple asset datum for details.
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To make your code work with any CDNs configured by the server, you must make sure assets are referenced from the url returned by `get_url_mappings()` or by asset_transport's `get_asset_url()`. (TGUI also has helpers for this.) If this can not be easily done, you can bypass the cdn using legacy assets, see the simple asset datum for details.
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CSS files that use url() can be made to use the CDN without needing to rewrite all url() calls in code by using the namespaced helper datum. See the documentation for `/datum/asset/simple/namespaced` for details.
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@@ -15,8 +15,7 @@ export const Achievements = (props, context) => {
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<Window
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title="Achievements"
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width={540}
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height={680}
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resizable>
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height={680}>
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<Window.Content scrollable>
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<Tabs>
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{categories.map(category => (
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