First batch of shuttle fixes
- Admins are notified when something goes wrong (so they at least have some idea of what went wrong)
- Extended the description of some shuttle magic commands so that it's easier to understand how to use them correctly
- Shuttle control consoles no longer forbid shuttles from moving to "incompactible" docking ports
- "Send shuttle to yourself" command has been removed because it didn't work well with transit shuttles (and caused shuttles to get stuck in hyperspace)
- Optimizes shuttle movement a bit
- Singularity can be moved by shuttles again (this was decided by a vote)
- Shuttles no longer move if their final location would collide with any area that isn't space/blueprints. If you want to griff, set its destroy_everything variable to 1 (there will be no easy button for this because destroying areas is not fun)
- Shuttles no longer move if their final location would collide with nullspace
- Cargo shuttle no longer has dynamic lighting, as written on the changelog
- Removed transit areas from the maps
- Fixed very weird vox shuttle runtimes which prevented the round from ending (Fixes #13 (closed))
- The syndicate shuttle now leaves sand or snow behind it after it leaves its base, instead of space ( http://puu.sh/jsJqt/41566589c8.png )
- The syndicate shuttle now has dynamic lighting
- Emergency shuttle doors are now properly locked when entering transit!
- Shuttle corners now should work flawlessly (aside from http://puu.sh/jsKvo/bebf91f1e3.png )