* fuck
* oh boy
* Sorted every chem into guide groups
* WHY ARE YOU NOT ABSTRACT
* removes the target thing in favor of simply generating everything.
* eee
* Add group for med
* Update wiki JSON generation to use System.Text.Json
* Fix error on shutdown during wiki JSON generation
* First pass at automatic wiki workflow
* Add a temporary workaround while the build is continuing to give errors
* Update workflow to reference correct API url, track dependency.
* Compile wiki actions into one job rather than two
* Update page name to reference editable page
* Add other JSON file and parameterize root page path
* A few steps closer to using `System.Text.Json` to serialize properly
* Revert System.Text.Json and return to Newtonsoft.Json.
* Revert the revert. Return to System.Text.Json.
This reverts commit a5ea98dfdcfab3f605ac4d82d3b110f099324308.
* Add and register UniversalJsonConverter class.
* Narrow triggers for update-wiki GitHub action.
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* wielding kinda works
* rough out all the edges, wielding works nicely
* popups + loc
* increase damage & extra damage against whitelist
* small fixes
* forgot to actually do that
* reviews
* reviews + thing
* use resistances and not extradamageagainstwhitelist
* slashy
* make increasedamageonwield and melee hit events work with modifiersets
* Silly individual
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute