* next set of spans
* some more
* next
* next
* next
* .
* text...
* next... rest soon
* .
* .
* ok last set for the night
* .
* .
* .
* .
* some more
* next
* next
* all for now
* .
* some more easy ones
* some more easy ones
* .
* .
* some more bolds
* oups auto complete moment
* add the remaining spans
* this as well
* this as well
* .
* .,
* resync them properly
* 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 afbdd1d8442973f5d570c30920d9d865b5acd479.
* 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 de22ad375d3ee4d5930c550da2fd23a29a86e616.
* Attempt to normalize example.yml (and another file I guess)
* Try again
Ferry shuttles generally shouldn't have to worry about docking codes. Thats for exploration or antag shuttles. Therefore let them read the docking codes and dock anyway.
Given we put this on all ferry shuttles, we don't need specific code for it on the supply shuttle anymore.
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.
* Adds a flag to controllers that instructs the airlock program to always purge between IN/OUT and also to pump air to "outside" instead of tanks when purging to go OUT.
* Tweak the way the airlock fudges target pressures so it more reliably operates when trying to pump down to vacuum.
* Adds an exterior airlock sensor that reads the air pressure in *front* of it, so it can be mounted on a shuttle but measure air outside the shuttle.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
Airlock controllers now use a signal_mech_sensor() proc to send commands
to mech sensors. Docking controllers don't appear to store the mech
sensor tag anywhere so the mech sensor code was left commented out.