- documents the new config mode
- adds integration test data for [quickfort] implement config mode scripts#361
- adds a note recommending that config mode be used instead of the quickfort query_unsafe setting
- converts the dreamfort /setup blueprint to use config mode; also adjust the aliases used in that blueprint to no longer escape from and re-enter query mode
- adds some more distinctive anchor names for the quickfort and blueprint guides
In cases where the cached `GIT_EXECUTABLE` does not exist, `git-describe.cmake`
would fail silently, resulting in a `git-describe.h` with missing definitions
that caused `DFHackVersion.cpp` to fail to compile.
This change produces a more descriptive error earlier in the build process.
* route 'Loading script...' messages through the debug logging framework
* they are now controllable via debugfilter. to turn off, add this to your dfhack.init file: debugfilter set Warning core script
* clarify debug logging docs
* prevent DEBUG messages from being compiled out of the binary
* recolor INFO messages so they blend into existing console output
* add configuration interface for log message header elements so they are individually configurable. all default to off
- add docs for negative expansion syntax
- add information on how negative expansion syntax can be used to
simplify carved track designations
- full editing pass, fixing grammar, typos, formatting, and clarifying text
- added tip about using dig priorities to ensure miners dig one level at
a time
- add "Dreamfort organization and packaging" section to the dreamfort
case study
- add inline screenshots for each dreamfort level in the section that
discusses that level
- fix Links section to use the actual header text of the target links
- update help text
- add statues to corridors on services level
- add optional default furnishings to the guildhall level and update help
- center statue lines in apartment level corridors
so they are more distinct. even I got confused about the difference
between the quickfort library guide (which is about blueprints, but
listing the pre-made onces) and the
quickfort blueprint guide (which is about blueprints, but editing them)
* visual studio 2022/2019
update instructions to recommend using VS 2022 or VS 2019 with downlevel tool support
* reinsert accidentally deleted line
* fix markup
* notes on abi compatibility, changelog
* code cleanup on autofarm.cpp
* more code cleanup on aufofarm.cpp
* yet more cleanup of autofarm.cpp
mostly whitespace, some `*` and `&` adjustments
* downgrade autofarm to c++11
apparently the gcc we use doesn't support c++14 generic lambdas
* death to whitespace
apparently visual studio's default whitespace murderer doesn't touch `#define`s. who knew?
* Update autofarm.cpp
const is good
* Add functions reverse-engineered from ambushing unit code
* Fix whitespace
* Fix debug_showambush check
* Remove getOuterContainerRef from Lua API
Don't think this works properly without allocating a new specific_ref. More trouble that it's worth.
* Fixed tile visibility check
* I don't think gamemode or gametype are ever NULL
* Minor tweaks to documentation
* Reimplement getOuterContainerRef for Lua; fix some comments
* Update Units.cpp and changelog
* Update Units.cpp
* Update changelog.txt