* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
I always thought it strange that the ERT had both their own backpacks, and access to the unquestionably superior Syndicate dufflebags.
This buffs the ERT Backpack to be on par with the syndicate dufflebag. Long term plan is to remove the Syndicate dufflebags from the ERT Armory, but that cannot be done yet due to the mapping freeze.
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.
* Fixes communicator newsfeed app.
Fixes non-terminal while loop in get_latest_news(), helper.dm
Newscaster posts now have a world.time-esque timestamp number, so they can be (almost) uniquely identified
* whoopsie
* Nerfs Chameleon Kit Boxes
Because of the way chameleon kits start with items, the boxes start with a ton of storage slots to hold all the items. Sometimes people grab the boxes, dump out the original contents and stuff a ton of stuff into them as a result.
This refactors it so that all the chameleon stuff starts in the backpack instead, so chameleon kit boxes themselves are no longer superboxes
* Unnecessary comma