Remove default grids (content) (#2241)
* Default grids go poof * Address review * Update submodule * Fix DoAfterSystem for entities without grid. * Fix SubFloorHideSystem for entities without grid. * Fix ExplosionHelper for coordinates that aren't in a grid * Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid * Fix tile prying component crash when trying to pry space. * Spill fixes when passing coordinates without grids. * Are you static'in, son? * Change SaveLoadSaveTest grid Id hardcoded value It's still hardcoded, but at least now it's correct! * Only send debug AI thing if grid is not invalid * Update submodule. Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -26,7 +26,8 @@ namespace Content.IntegrationTests.Tests
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var mapManager = server.ResolveDependency<IMapManager>();
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server.Post(() =>
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{
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mapLoader.SaveBlueprint(new GridId(2), "save load save 1.yml");
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// TODO: Un-hardcode the grid Id for this test.
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mapLoader.SaveBlueprint(new GridId(1), "save load save 1.yml");
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var mapId = mapManager.CreateMap();
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var grid = mapLoader.LoadBlueprint(mapId, "save load save 1.yml");
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mapLoader.SaveBlueprint(grid.Index, "save load save 2.yml");
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