* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d844.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d.
* Attempt to normalize example.yml (and another file I guess)
* Try again
initial(name) works fine for round-start shuttles with compile-time names. Unfortunately, lateloading and vvaring is not compile-time, but runtime. Thus, they do not work.
This makes sure they do work. I will add an admin handbook note on using real_name when making lateload or vvar stuff and planning on emergency beacons.
refactor(overmap): Makes get_scan_data more readable
Using ternary operators, makes the scan data proc more readable.
* Previous implementation relied on icon and icon_state at compile time.
* This prevented GMs from editing icon_state, as it always reverted to defaults when scanned
* GMs can now edit real_icon using var edit->E "Icon" to use non-standard icon_states
* GMs can now edit real_icon_state to choose specific state as a simple text var type edit
* GMs can call a proc called gmtools_update_omobject_vars(setToHidden) with an argument that forces known locations to become unknown again with an arg of "1"
* If GM uses arg of 0, proc simply changes how pilots inside the sector see their own ship by updating real_appearance with real_icon_state
- Sanitizes some more things so you can't put HTML into it.
- Utilizes TGUI better to show the user the max they can post.
- Limits some things like circuits so you can't insert 50000 characters.
Replaces the tourbus SMES with the appropriate kind
Also, prevents AI/Borgs from accessing shortjump consoles on OM capable ships and helm consoles.
In general, borgs should not be leaving the station to go fly around without crew there. And it's happened a number of times, that AI will get involved in ship operations if they have any camera they can see anywhere in there, even when the ship is far away, and in general I have never been a fan of AI piloting ships. (And they couldn't really do so very well anyway since they couldn't access the map.)
So! Now short jump consoles and helm control consoles require a person to fly, unless otherwise configured to allow it.
Adds a new random spawner for coins with a fail chance (so the coins aren't always in the same place)
Addsome missing vending machines to the random vending machine spawner
Adds a sound to starting and stopping in ships (that only plays at most once every 10 seconds.)
And sets it up so that planets and ships can have a sound when visited.
A bunch of little map tweaks to polish things up!
Fixes for:
Basic NTnet cards being unable to reach telecomms from the station
Shuttles not showing location details when landed
Ship sensors printing blank papers
Certain shuttles not clearing weather visuals on landing
Ninja/merc elite shuttles being unable to dock
Mislabeled west solar SMES
Engine flow/pump sensors not connected to cooling system computer
Fixes a few non-cold tiles in telecomms compartment
Adds a few missing rails
Also, tweaks surgery rooms a bit
Deep Space temporary sectors were being created on Z1 instead of the overmap, and with a bad map_z list.
- Initialize was taking the wrong parameters, resulting in the sector being always located at 1,?,1 instead of on the overmap
Fix by passing the first parameter to new() as the location you want the object, as is proper for BYOND.
- Also fixed map_z containing a zero, it was put there by the sector Initialize().
Fix by setting the appropriate values *before* calling parent.