mirror of
https://github.com/tobspr/shapez.io.git
synced 2026-03-02 03:39:21 +00:00
Fix multiple typos, closes #627
This commit is contained in:
@@ -1,161 +1,154 @@
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#ingame_HUD_ShapeViewer {
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$dims: 170px;
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.content {
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display: flex;
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@include S(width, $dims);
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width: 100%;
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flex-direction: column;
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overflow-x: hidden;
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&[data-layers="3"],
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&[data-layers="4"] {
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@include S(width, 2 * $dims);
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.renderArea {
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display: grid;
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grid-template-columns: 1fr 1fr;
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@include S(grid-row-gap, 15px);
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}
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}
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.renderArea {
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display: grid;
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width: 100%;
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@include S(grid-row-gap, 10px);
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align-items: center;
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justify-items: center;
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}
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.infoArea {
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align-self: flex-end;
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@include S(margin-top, 10px);
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display: flex;
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flex-direction: column;
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overflow: hidden;
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button {
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@include S(margin, 0);
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@include PlainText;
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}
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}
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.seperator {
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display: flex;
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align-items: center;
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justify-content: center;
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width: 100%;
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}
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.layer {
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position: relative;
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background: #eee;
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@include DarkThemeOverride {
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background: rgba(0, 10, 20, 0.2);
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}
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@include S(width, 150px);
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@include S(height, 100px);
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display: flex;
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align-items: center;
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justify-content: center;
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> canvas {
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@include S(width, 50px);
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@include S(height, 50px);
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}
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.quad {
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position: absolute;
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width: 50%;
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height: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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box-sizing: border-box;
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$arrowDims: 23px;
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$spacing: 9px;
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@include S(padding, 6px);
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.colorLabel {
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text-transform: uppercase;
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@include SuperSmallText;
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@include S(font-size, 9px);
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}
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.emptyLabel {
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text-transform: uppercase;
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@include SuperSmallText;
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@include S(font-size, 9px);
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}
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&::after {
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content: " ";
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background: rgba(0, 10, 20, 0.5);
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@include S(width, $arrowDims);
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@include S(height, 1px);
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position: absolute;
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transform: rotate(45deg);
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transform-origin: 50% 50%;
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}
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@include DarkThemeOverride {
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&::after {
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background: rgba(255, 255, 255, 0.5);
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}
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}
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&.quad-0 {
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right: 0;
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top: 0;
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align-items: flex-start;
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justify-content: flex-end;
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&::after {
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@include S(left, $spacing);
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@include S(bottom, $arrowDims / 2 + $spacing);
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transform: rotate(-45deg);
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}
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}
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&.quad-1 {
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bottom: 0;
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right: 0;
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align-items: flex-end;
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justify-content: flex-end;
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&::after {
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@include S(left, $spacing);
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@include S(top, $arrowDims / 2 + $spacing);
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transform: rotate(45deg);
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}
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}
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&.quad-2 {
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bottom: 0;
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left: 0;
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align-items: flex-end;
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justify-content: flex-start;
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&::after {
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@include S(right, $spacing);
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@include S(top, $arrowDims / 2 + $spacing);
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transform: rotate(135deg);
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}
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}
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&.quad-3 {
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top: 0;
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left: 0;
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align-items: flex-start;
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justify-content: flex-start;
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&::after {
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@include S(right, $spacing);
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@include S(bottom, $arrowDims / 2 + $spacing);
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transform: rotate(225deg);
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}
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}
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}
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}
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}
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}
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#ingame_HUD_ShapeViewer {
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$dims: 170px;
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.content {
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display: flex;
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@include S(width, $dims);
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width: 100%;
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flex-direction: column;
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overflow-x: hidden;
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&[data-layers="3"],
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&[data-layers="4"] {
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@include S(width, 2 * $dims);
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.renderArea {
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display: grid;
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grid-template-columns: 1fr 1fr;
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@include S(grid-row-gap, 15px);
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}
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}
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.renderArea {
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display: grid;
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width: 100%;
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@include S(grid-row-gap, 10px);
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align-items: center;
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justify-items: center;
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}
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.infoArea {
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align-self: flex-end;
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@include S(margin-top, 10px);
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display: flex;
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flex-direction: column;
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overflow: hidden;
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button {
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@include S(margin, 0);
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@include PlainText;
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}
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}
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.layer {
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position: relative;
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background: #eee;
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@include DarkThemeOverride {
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background: rgba(0, 10, 20, 0.2);
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}
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@include S(width, 150px);
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@include S(height, 100px);
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display: flex;
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align-items: center;
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justify-content: center;
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> canvas {
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@include S(width, 50px);
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@include S(height, 50px);
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}
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.quad {
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position: absolute;
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width: 50%;
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height: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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box-sizing: border-box;
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$arrowDims: 23px;
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$spacing: 9px;
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@include S(padding, 6px);
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.colorLabel {
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text-transform: uppercase;
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@include SuperSmallText;
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@include S(font-size, 9px);
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}
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.emptyLabel {
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text-transform: uppercase;
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@include SuperSmallText;
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@include S(font-size, 9px);
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}
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&::after {
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content: " ";
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background: rgba(0, 10, 20, 0.5);
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@include S(width, $arrowDims);
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@include S(height, 1px);
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position: absolute;
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transform: rotate(45deg);
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transform-origin: 50% 50%;
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}
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@include DarkThemeOverride {
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&::after {
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background: rgba(255, 255, 255, 0.5);
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}
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}
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&.quad-0 {
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right: 0;
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top: 0;
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align-items: flex-start;
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justify-content: flex-end;
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&::after {
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@include S(left, $spacing);
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@include S(bottom, $arrowDims / 2 + $spacing);
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transform: rotate(-45deg);
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}
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}
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&.quad-1 {
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bottom: 0;
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right: 0;
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align-items: flex-end;
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justify-content: flex-end;
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&::after {
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@include S(left, $spacing);
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@include S(top, $arrowDims / 2 + $spacing);
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transform: rotate(45deg);
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}
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}
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&.quad-2 {
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bottom: 0;
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left: 0;
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align-items: flex-end;
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justify-content: flex-start;
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&::after {
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@include S(right, $spacing);
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@include S(top, $arrowDims / 2 + $spacing);
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transform: rotate(135deg);
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}
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}
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&.quad-3 {
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top: 0;
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left: 0;
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align-items: flex-start;
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justify-content: flex-start;
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&::after {
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@include S(right, $spacing);
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@include S(bottom, $arrowDims / 2 + $spacing);
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transform: rotate(225deg);
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}
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}
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}
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}
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}
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}
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@@ -109,7 +109,7 @@ export const CHANGELOG = [
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date: "17.06.2020",
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entries: [
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"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
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"Added continue button to main menu and add seperate 'New game' button (by jaysc)",
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"Added continue button to main menu and add separate 'New game' button (by jaysc)",
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"Added setting to disable smart tunnel placement introduced with the last update",
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"Added setting to disable vignette",
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"Update translations",
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@@ -30,10 +30,10 @@ export class Dialog {
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* @param {string} param0.title Title of the dialog
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* @param {string} param0.contentHTML Inner dialog html
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* @param {Array<string>} param0.buttons
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* Button list, each button contains of up to 3 parts seperated by ':'.
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* Button list, each button contains of up to 3 parts separated by ':'.
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* Part 0: The id, one of the one defined in dialog_buttons.yaml
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* Part 1: The style, either good, bad or misc
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* Part 2 (optional): Additional parameters seperated by '/', available are:
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* Part 2 (optional): Additional parameters separated by '/', available are:
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* timeout: This button is only available after some waiting time
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* kb_enter: This button is triggered by the enter key
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* kb_escape This button is triggered by the escape key
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@@ -224,7 +224,7 @@ export class ReadWriteProxy {
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return rawData;
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})
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// Parse JSON, this could throw but thats fine
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// Parse JSON, this could throw but that's fine
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.then(res => {
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try {
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return JSON.parse(res);
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@@ -206,7 +206,7 @@ export class AtlasSprite extends BaseSprite {
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srcX,
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srcY,
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// atlas src siize
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// atlas src size
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srcW,
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srcH,
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@@ -1091,7 +1091,7 @@ export class BeltPath extends BasicSerializableObject {
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computePositionFromProgress(progress) {
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let currentLength = 0;
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// floating point issuses ..
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// floating point issues ..
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assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
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for (let i = 0; i < this.entityPath.length; ++i) {
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@@ -1206,7 +1206,7 @@ export class BeltPath extends BasicSerializableObject {
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// Check if the current items are on the belt
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while (trackPos + beltLength >= currentItemPos - 1e-5) {
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// Its on the belt, render it now
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// It's on the belt, render it now
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const staticComp = entity.components.StaticMapEntity;
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assert(
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currentItemPos - trackPos >= 0,
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File diff suppressed because it is too large
Load Diff
@@ -23,7 +23,7 @@ export class EntityManager extends BasicSerializableObject {
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/** @type {Array<Entity>} */
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this.entities = [];
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// We store a seperate list with entities to destroy, since we don't destroy
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// We store a separate list with entities to destroy, since we don't destroy
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// them instantly
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/** @type {Array<Entity>} */
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this.destroyList = [];
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@@ -330,7 +330,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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if (tileBelow && this.root.app.settings.getAllSettings().pickMinerOnPatch) {
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this.currentMetaBuilding.set(gMetaBuildingRegistry.findByClass(MetaMinerBuilding));
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// Select chained miner if available, since thats always desired once unlocked
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// Select chained miner if available, since that's always desired once unlocked
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if (this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
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this.currentVariant.set(enumMinerVariants.chainable);
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}
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@@ -360,7 +360,7 @@ export class BeltSystem extends GameSystemWithFilter {
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const followUpTile = staticComp.origin.add(followUpVector);
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const followUpEntity = this.root.map.getLayerContentXY(followUpTile.x, followUpTile.y, entity.layer);
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// Check if theres a belt at the tile we point to
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// Check if there's a belt at the tile we point to
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if (followUpEntity) {
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const followUpBeltComp = followUpEntity.components.Belt;
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if (followUpBeltComp) {
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@@ -390,7 +390,7 @@ export class BeltSystem extends GameSystemWithFilter {
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const supplyTile = staticComp.origin.add(supplyVector);
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const supplyEntity = this.root.map.getLayerContentXY(supplyTile.x, supplyTile.y, entity.layer);
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// Check if theres a belt at the tile we point to
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// Check if there's a belt at the tile we point to
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if (supplyEntity) {
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const supplyBeltComp = supplyEntity.components.Belt;
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if (supplyBeltComp) {
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@@ -170,7 +170,7 @@ export class MinerSystem extends GameSystemWithFilter {
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}
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// Draw the item background - this is to hide the ejected item animation from
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// the item ejecto
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// the item ejector
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const padding = 3;
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const destX = staticComp.origin.x * globalConfig.tileSize + padding;
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@@ -71,7 +71,7 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
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// FIND ENTRANCE
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// Search for the entrance which is furthes apart (this is why we can't reuse logic here)
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// Search for the entrance which is farthest apart (this is why we can't reuse logic here)
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let matchingEntrance = null;
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for (let i = 0; i < range; ++i) {
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currentPos.addInplace(offset);
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@@ -162,7 +162,7 @@ export class WireSystem extends GameSystemWithFilter {
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const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
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const pinEntities = this.root.entityMgr.getAllWithComponent(WiredPinsComponent);
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// Clear all network references, but not on the first update since thats the deserializing one
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// Clear all network references, but not on the first update since that's the deserializing one
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if (!this.isFirstRecompute) {
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for (let i = 0; i < wireEntities.length; ++i) {
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wireEntities[i].components.Wire.linkedNetwork = null;
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@@ -432,7 +432,7 @@ export class WireSystem extends GameSystemWithFilter {
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continue;
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}
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// Check if its a tunnel, if so, go to the forwarded item
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// Check if it's a tunnel, if so, go to the forwarded item
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const tunnelComp = entity.components.WireTunnel;
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if (tunnelComp) {
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if (visitedTunnels.has(entity.uid)) {
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Block a user