There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.
I tried to split these into 2 commits but they were kinda coupled together
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Fix crash when _appearance is null
Added a function to error check and set _appearance.SetData.
Added cancellation token which should stop the Timer, but doesn't seem to right now.
* Fix missing CancellationToken causing a crash
This delay would delay _appearance.SetData until after _apppearance was set to null when the component was removed causing a null reference exception.
* Airlock hacking
* Added status text
* Whoops don't need this
* Update Content.Server/GameObjects/Components/Doors/AirlockComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* ComponentReference ServerDoorComponent
* Suggested name
* Sprite refactor compatibility.
* Sprite-level rotation.
* Dude it works.
Welder now has an unshaded flame toggle!
Door component no longer on client!
* Remove debug text.
* Update.
* Interaction Entity System
* ye
* Update submodule
* Requires engine update to function, but doesn't use shitcode
* Fix conflicts
* Fix conflicts but for real
* Update submodule
* Doors WiP
* Kinda seem to work now?
* Finished
* Oh yeah maybe enable that.
* It works except it doesn't
* Undo formatting changes
* BuildChecker too