* Add nullable to some Content.Shared files.
* Use [NotNullWhen(true)]
* Undo adding now redundant !'s
* Forgot one
* Add a ton more nullable
* You can guess
* Fix some issues
* It actually compiles now
* Auto stash before merge of "null2" and "origin/master"
* I lied
* enable annotations -> enable
* Revert ActionBlockerSystem.cs to original
* Fix ActionBlockerSystem.cs
* More nullable
* Undo some added exclamation marks
* Fix issues
* Update Content.Shared/Maps/ContentTileDefinition.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Resolve some issues
* Remove unused method
* Fix more issues
* Fix more issues
* Fix more issues
* Fix more issues
* Fix issue, rollback SharedGhostComponent.cs
* Update submodule
* Fix issue, invert some if-statements to reduce nesting
* Revert RobustToolbox
* FIx things broken by merge
* Some fixes
- Replaced with string.Empty
- Remove some exclamation marks
- Revert file
* Some fixes
* Trivial #nullable enable
* Fix null ables
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Put the damage in the windows
* add crack overlays
* Window cracking
* glass related sounds
* let's use a valid state
* run optipng on these for posterity
* Examine damage descriptions
* add "Constructible" to dictionary
* Downmix stereo effects to mono
* breaking and knocking
* Add shard etc. sprites
* shard inhands
* more sprite wrangling
* Expand destructiblecomponent drop system + implement it for windows
* Shard descriptions
* Random sprite component
* no nullbabby
* Random destroysounds
* random offset on destructible drops
* fix fucked yaml
* sound collections
* random pitch for knocking
* Localization
* hascomponent
* better spawnondestroy
* missed one
- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos
Co-authored-by: Exp <theexp111@gmail.com>