* Refactor SpeciesUI into overlay and status effects
All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.
* Change overlay / status effects to use states
* Change TryRemoveStatus to RemoveStatus
Doesn't return a bool so not trying.
Addressing PJB's feedback.
* Disable speaking while unconscious/dead
Fixes#359
* Add CanSpeak ActionBlocker
Matches the existing technique for other actions like CanUse() and CanThrow().
* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs
Added BurnTemperature to bulbs.
Added HeatResistance to clothing and species.
Added HeatResistanceComponent which resolves armor vs skin.
Made the hand burn on lamps only happen when heat resistance is too poor.
~~well, it SHOULD make mob rotate on death, but it doesn't, i have no idea why~~
- Blocks character movement in crit/death
- rotates character ~~360noscope~~ 90 degrees to convince you it's lying down when dead
resolves#145resolves#158
related to #115
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component
* More rebase fixes
* test
* Pre future rebase
* Please
* Lol
* Lol2
* SHADERS
* Update Engine
* yml file
* Fix an initialization issue, injects dependencies
* Fix error in loading shaders
* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity
* Fixes just about everytrhing
* Address PJB's comments
* geeze
* Make overlays work in worldspace instead of screen space and not cover user interfaces
* update submodule