so they don't clutter the hotkeys list unnecessarily
the better solution for many of these commands is hotkey guards, but we
don't yet support hotkey guards for scripts
loading other plugin modules during plugin_init results in those other
plugin modules not getting initialized properly. specifically, their
DFHACK_PLUGIN_LUA_FUNCTIONS and commands don't get added to their lua
module namespaces.
* reorganize init scripts into dfhack-config
allows player init scripts to build on defaults instead of replace them
this also moves the init scripts out of the main df directory
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* escape asterisks in docs
* remove unneeded dfhack.init file creation for test
* write the test init script to the new init dir
* create the init dir before trying to write a file
* rename default init files for clarity
* Update changelog
* Update docs/changelog.txt
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Try to get buildmaster to work with old branches
* Update changelog
* get keybindings from all init scripts
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix spacing in changelog
* split default loading into its own file
* update docs with new changes
* update help text wording in default init files
* Apply suggestions from code review
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Alphabetize changelog
* Update onMapLoad.default.init
* Update onMapLoad.init
* Update Core.rst
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Alan <lethosor@users.noreply.github.com>