* Dungeon spawn support for grid spawns
* Recursive dungeons working
* Mask approach working
* zack
* More work
* Fix recursive dungeons
* Heap of work
* weh
* the cud
* rar
* Job
* weh
* weh
* weh
* Master merges
* orch
* weh
* vgroid most of the work
* Tweaks
* Tweaks
* weh
* do do do do do do
* Basic layout
* Ore spawning working
* Big breaking changes
* Mob gen working
* weh
* Finalising
* emo
* More finalising
* reverty
* Reduce distance
* Add slowdown to dragging Items that slow when held
* Heh, fancy
* Heh, fancy
* rename SetMovementSpeedModifiers to GetHeldMovementSpeedModifiers because it was not setting anything
* Fix ItemMapper whitelist mispredict when inserting or removing items
Makes the ItemMapper MapLayerData available on client so that the client
can predict whether an inserted/removed item changes the visibility of
a sprite layer.
* review
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Oh the possibilities
* Merge fixes
* Forgot to remote LavaSystem oops
* Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs
* Throw exception for unimplemented effectargs
* Remove Json and overrideable datafields
* Fix test issues
* Actually fix the compiling issue
* Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs)
* Ensure trait groups get validated
The only validation being done was on the UI. I also made the "Default" group match the PascalCase naming schema so might be a slight breaking change but the original PR only got merged a few days ago.
* overwatch
* add textures
* add SealingCabinet system
* add StoreUnlocker/ObjectiveUnlock system
* add plutonium core and nuke core container
* make nuke deconstructable
* add steal core objective
* add core extraction toolbox to new category
* typo ops wrench fuel
* use queries and resolve, have it resolve instead of using Comp
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Co-authored-by: deltanedas <@deltanedas:kde.org>
This feature should never have been merged, it can be trivially abused to break the entire server.
It's behind a CVar because honestly that's the easiest way to 1984 the feature.
* Ghosts can now always see examine details
This means they bypass range and occlusion checks for getting extra detail, like the charge on an SMES.
* EntityQuery
* Spawn dummy entities on client for vending machine UI
* Asked sloth, and we kinda need this pr
---------
Co-authored-by: Vasilis <vasilis@pikachu.systems>
* add LoggingDisabled to AccessReader
* add LogWireAction
* -m give everything besides high-security door a log wire
* make LogAccess public and support string arg
* add log when pulsing
* m
* l
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* BlockSolutionAccessComponent now only blocks one specified solution.
* Significant overhaul
Separated spilling when worn functionality into its own component/system.
Removed BlockSolutionAccessComponent.
Added an event for solution access.
* cleanup prototypes with `PryingComponent` & fix jaws of life prying speed
* Minor cleanup for tools and prying systems
Remove some obsolete methods.
* Fix doafter continues when not held & log
* Modifiy delays for floor prying
* Fix test fail
* You can now pry multiple tiles at once
* More advanced do after duplicate checking.
Instead of just saying "lol tile prying can raise duplicates", we now have a system so tile prying can properly distinguish events on 2 different tiles. This is achieved with a virtual function on DoAfterEvent.
* partial buckling refactor
* git mv test
* change test namespace
* git mv test
* Update test namespace
* Add pulling test
* Network BuckleTime
* Add two more tests
* smelly