* First pass
* Fix access and rename banananium to bananium
* Fix captialization of CookTimeInfoLabel
* Fix InteractUsing calls
* Remove unused [Dependency]
* Replace obsolete references to Anchored with BodyType
* Assign default value to shoving someone in disposals
* Fix naming
* Replace Initialize TryGetComponents with EnsureComponent
* Rework AnchorableComponent
* Fix singularity component
* Replace obsolete usages of Angle.South
* Fix efcore warning
* Fix container tests
* Fix DebugPressurePump invalid PressurePump yaml
* Fix getting pathfinding region of grid 0
* Fix atmos plaque missing layer and add info message when it happens
* Fix AiSteeringSystem steering in an invalid grid in entity test
* Make content able to choose which log level leads to test failures
* Revert container test fix for Acruid
* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first
* Reorder singularity visualizer
* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Some stuff
* Fix NaN angular velocity
* Optimise a bit
* Give throwing a bit of a spin
* Reality can be whatever I want
* Biffing it
* Cleanup
* Update submodule
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add command to spawn surgery tools around the player
* Generalize the command ot all entity list prototypes
* Change index to try index and rename surgery tools prototype
* Import bird sprites and define basic mob.
* SKREEEEEEEEE
* Move hair styles to new sprite accessory prototypes.
Basic stuff, no multi-species stuff yet.
* Vox hair styles and clothes
* Make HumanoidCharacterProfile.Default() a static default to fix tests.
Usages that wanted the previous random behavior now call Random().
* Remove names from hair style prototypes.
(They're in localization files)
* Update Content.Shared/Actions/ActionType.cs
(sk)reeee github
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add pyramid physics testbed
From Box2D (licence is already on the file). Useful for testing solver performance for large islands.
* nulls
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* All good except the combat doll
* Makes the HUD inventory less terrible
* Cleanup, nuke the Combat Mode button
* Harm icon
* Switch the icon
* Basic goon hud
* Toggleable
* Nuke the popup, properly centers it
* Fix clicking the button
* Nuke some old code
* missed a comment
* Remove defaults
* Localization
* Nuke some old yaml
* New sprites
Co-authored-by: ike709 <sparebytes@protonmail.com>
* Fixed Rack/Shelf
* Fixes bookshelf, bed
* Placeable for beds for bedsheets
* Bunch of Physics changes, ask metalgearsloth about em'
* More modifications
* More
* Other stuff
* Organizes entities yaml a little bit
* Something new
* Fixed, happy with the state of this rn
* A
* A
* Ye
* E
* Done for now...
* Applied Reviws
* Changes
* Fix the robust commit
* Fixes tests?
* E
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add construction and deconstsruction of airlocks
* Change name to door electronics
* Rearrange things
* Fix errors
* Fix physics error from bumping
* Prevent editing the map for now
* Address reviews
* Change switch to if
* Fix newlines
* Communications console announcements
* title case for jobs
* Helper
* Prevent abuse
* Cap message length
* more abuse prevention
* Validate clientside too to reduce bandwidth from unmodified clients
* Shared subfloor system
Will also cull the broadphase for server a lot.
* Nullable subfloor
* Snapgrid nullable
* Actually use ComponentDependency
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>