* Minor stuff:
* Making a file called DISABLE_SUBMODULE_AUTOUPDATE in BuildChecker/ makes it not always run git submodule update.
* Added .mypy_cache to .gitignore.
* Made default platforms x64 (from Any CPU).
* Make git hooks +x.
* Move submodule to Godot
* Update submodule AGAIN.
* Update project files.
* Remove WearableAnimatedSprite from prototypes.
* Remove content repo resource copier.
* Update submodule.
* Fix resource handling.
* Content.Client compiles by commenting out hands GUI.
* Update submodule.
* Fix prototype textures and update submodule.
* Update Submodule.
* Update submodule SOME MORE!
* Random WiP shit I guess
* Make omnisharp not choke on buildchecker.
* Update submodule.
* Highly WiP broken HandsGui code.
* Ok maybe let's not insult omnisharp.
* Fix annoying Omnisharp warning.
* Update submodule.
* Update submodule.
* Hey I forgot to push this but it didn't conflict!
* Fix hands GUI on godot.
* Update submodule.
* Obligatory submodule update.
* Work on exports.
* Work on exports.
* Update submodule.
* Update submodule.
* Fix dumb case mismatch between content and engine
* work pls.
* This maybe.
* Now!
* Update submodule.
* update submodule.
* Some WiP work on exporting aaah.
* OK READY FOR THE BUILDS SERVER.
* Probably should've made those commits in a different order.
* DO THE THING
* update submodule.
* Updates for effects system.
* Update submodule.
* Make file/line numbers show up on Windows Godot.
* Set submodule to master.
* Full interaction system
Has support for ranged interactions, and afterattacks, no longer relies on the clickable comopnent and you can click on no component and it will still function
* yes
* Change entry point to new system.
* Map saving/loading works.
* Cleans up old code.
* Saving and Loading of blueprints works.
* Saving and Loading of blueprints works.
* Updated the nuget 'YamlDotNet' package to 4.3.0.
* Submodules are trash
* 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
* Power Commit 1
* Commit 2
* Powernet Part2, All components essentially complete
* Commit 4
* Commit 5
* Commit 6
Creates prototypes
* Finishes powernet code alpha
Adds prototypes and logic for powernet updating and regeneration
* Adds onremove functionality to all components
Without these bits of logic nothing makes any sense!
* And this
* Fixes a lot of bugs
* Fix powernet thinking devices are duplicates
* Fix bug and add comments
* woop woop thats the sound of the police
* Updates submodule
Fix connect not entering server (with correct toml config) and compile error, updates submodule
Server still has an issue with toml file pointing towards sandbox instead of content and roundstart object initializations
* Updates more stuff
Needs my most recent PR on ss14 to function
* Submodule updated for real this time
HandsGui now works with the new system. The port was sloppy though so
somebody might want to come and refactor this so that it doesn't force
its own position and size.
* Adding test Jenkinsfile
* Will it be this simple?
* Maybe if I don't typo?
* Nuget restore needed.
* Work around NuGet bug hopefully.
The first person to run NuGet gets to own the /tmp/NuGetScratch folder, so jenkins breaks because I already ran NuGet personally.
* I'm a genius
* Doors WiP
* Kinda seem to work now?
* Finished
* Oh yeah maybe enable that.
* It works except it doesn't
* Undo formatting changes
* BuildChecker too