Fixed activation text not appearing on generic items.
Fixed generic structure anchoring text being reversed.
Added a fear effect option to generic structures.
Added a Generic Item and associated Eventkit verb Spawn Generic Item. Much like the Generic structure but is designed for hand held devices that can be picked up.
To both of the item and structure, added a bunch of options for effects: Sparks, Flash, Flicker Lights and Spawn Item.
Added the ability to upload custom sprites to both verbs, by selecting "Upload Own Sprite" from the list of sprites, along with some warnings that non 32x sprites will need to have their positions adjusted.
Added a Generic Structure and associated Eventkit verb Spawn Generic Structure. This allows staff to create a structure with customisable interactions, ranging from whether it can be turned on, wrenched down and so on to how how long it takes to turn on, what text appears when it happens and if it plays a sound.
* 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
* Creates new proc in pda/messenger.dm to handle fake conversation creation
* Creates new eventkit datum and holder var on client for remembering identitities
* Creates new proc as eventkit R_FUN verb for managing prop identities
* Creates new proc on pda to create a fake event prop conversation in new eventkit
* Creates new topic in admin/view_variables/topic.dm and helper.dm to call new proc on pda
Adds new interface element to the "Mobspawner"
- AI Settings Section (besides position settings)
- - Button to toggle custom/default AI values
- - Button to select predefined AI types
- - Button to sanitized text input ANY faction
- - Button to select predefined attack intents
- - All above buttons default to the mob's type definition, unless unsafe, then they instead use hardcoded defaults