Large first changes to the syndicate ship
Layout update for NanoUI.
The layout HTML (which was mainly used for the title bar) is no longer hard coded in nanoui.dm.
Layouts are now dynamic and each consists of a template and stylesheet (CSS) file.
Multiple layouts can exist, they can be switched to using the set_layout_key proc. See the proc comments for more info.
Added "default" and "basic" layouts, "basic" has no title bar.
Moved image source assets (GIMP and Flash files) into a separate source folder so that they are not sent to the client.
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Changes labcoat sprite to be closed on custom item...




Signed-off-by: Decius <deciusreln97@gmail.com>
Made Vox-Pidgin and Rootspeak untranslatable even by pAIs.
Neatened a few oversights with the suit cycler up.
Adjusted suit cycler code, added cyclers to EVA, Engineering and Mining.
Adds grey shuttle tiles and drug syringes
Rechargers being able to charge weapons in Syndicate HQ/Ship and added to
map
Rigs spawn in backpack, uplink spawns without locker, code spawns at special spawnpoint
Adds new syndicate closet and adjusts nuke setup
Updates shuttle areas
Makes it possible to activate emitters using control buttons.
Adds buttons in the engine monitor room to allow operating the charging port and emitter externally.
Merge branch 'dev' into Engine
Fixes #5647 Fixes #5646
Fixes #5648
Now scanner will just give warning if clicked too fast, instead of giving obsolete data.
Also moved code from New() to initalize(), since it depends on all things already being there and a master controller existing.
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Fixes #5650
Fixes #5649
Removed that mundane objects check as I couldn't think of why would that even be a thing.
Possible fix for #5645
I think issue is that harvester won't forget what artifact it is using until harvesting process is started.