* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
ShadowCommander
2021-03-31 12:41:23 -07:00
committed by GitHub
parent 0d1f6abb3b
commit 7a842f7c22
64 changed files with 496 additions and 249 deletions

View File

@@ -17,6 +17,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
@@ -70,11 +71,7 @@ namespace Content.Server.GameObjects.Components.Singularity
{
base.Initialize();
if (!Owner.TryGetComponent(out _powerConsumer!))
{
Logger.Error($"EmitterComponent {Owner} created with no PowerConsumerComponent");
return;
}
Owner.EnsureComponent<PowerConsumerComponent>(out _powerConsumer);
_powerConsumer.OnReceivedPowerChanged += OnReceivedPowerChanged;
}
@@ -104,7 +101,7 @@ namespace Content.Server.GameObjects.Components.Singularity
return;
}
if (Owner.TryGetComponent(out PhysicsComponent? phys) && phys.Anchored)
if (Owner.TryGetComponent(out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
{
if (!_isOn)
{