Handled in an ECS way by PreventCollideEvent.
The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
* Make barstools, PA components, and radiation collectors rotatable.
Making barstools rotatable is so that people can spin on the barstool. (RP moment.)
The other two are more "functional" changes for assembling a PA.
* Allow rotating a rotate-while-anchored object if you're buckled to it.
Barstool spinny
* Fix bug with rotation of an object that someone is buckled to
* BuckleSystem: Efficiency improvements with directed events
* Don't need to unsubscribe anymore from events, so in BuckleSystem, just don't
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* AvoidCollision if collided entity is the one that the character is buckled to
* Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent
* Moved PreventCollide to the Shared script.
* Add WakeBody to keep updating the physics collision while being on a collidable strap component.
* Addressed some of metalgearsloth's suggestions:
- Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual
-Made EntityBuckledTo nullable
-Don't call update on Paused BuckleComponents
-Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore
-Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null.
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting again :P
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Renamed variable EntityBuckledTo to LastEntityBuckledTo
* As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Server EntitySystem cleanup
I went after low-hanging fruit systems.
* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies
This should also fix a decent chunk of the server build warnings, at least the ones that matter.
* Also disposals
* Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs
* Fix build
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Add unbuckling entities that move away from their straps
* Remove range constraint from movement unbuckling check
* Fix setting the wrong positions when buckling
* Fix beds making you sleep for the rest of your life