Rework CollisionGroups (#7656)
* Replace Mob, Vault, and Small impassable with Mid, High, Low * Remove CollisionGroup.Underplating * Remove CollisionGroup.Passable * Fix constructed APCs not being interactable * Change firelocks to occlude * Make pipe inherit from BaseItem * Clean up pipes * Remove duplicate physics and fixtures from bucket * Rework CollisionGroups on all entities * Add SlipLayer * Remove fixture from delta * Fix maps * Address reviews * Add SubfloorMask * Fix glass collisions for flying mobs * Fix maps * Update new items * Fix bagel again * Fix slug * Fix maps * Touchups * Fix tables blocking high pressure movement * Update StandingState to allow going under flaps * Cleanup * More formatting
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@@ -48,9 +48,9 @@ namespace Content.Server.AI.Pathfinding
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public const int TrackedCollisionLayers = (int)
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(CollisionGroup.Impassable |
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CollisionGroup.MobImpassable |
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CollisionGroup.SmallImpassable |
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CollisionGroup.VaultImpassable);
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CollisionGroup.MidImpassable |
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CollisionGroup.LowImpassable |
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CollisionGroup.HighImpassable);
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/// <summary>
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/// Ask for the pathfinder to gimme somethin
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