* Multiple hands in gui first pass
* Remove IHandsComponent interface
* Create hand class and more hand textures
* Refactor ServerHandsComponent to use a single list of hands
* Seal SharedHand
* Fix picked up items not showing on top of the hand buttons
* Remove HandsGui buttons and panels dictionaries
* Fix items in hands rendering
* Fix wrong hand container comparison
* Fix not updating the location of duplicate hands
* Change ClientHandsComponent to use a SortedList instead of a dictionary
* More merge conflict fixes
* Change SortedList to List
* Fix hand button order
* Add item tooltip for more than 2 hands and updating when removing hands
* Add add hand and remove hand command
* Merge conflict fixes
* Remove nullable reference type from ContainerSlot
* Fix texture errors
* Fix error when reaching 0 hands
* Fix error when swapping hands with no hands
* Merged remove hand methods
* Fix item panel texture errors
* Merge conflict fixes
* Fix addhand and removehand command descriptions
* Add properly displaying tooltips for 2 hands
* Make hand indexes and locations consistent across the client and server
* Add dropping held entity if a hand is removed
* Change hand location to be calculated by index
* Made different hand gui updates more consistent
* Remove human body yml testing changes
* Sanitize addhand and removehand commands
* Merge conflict fixes
* Remove testing changes
* Revert body system changes
* Add missing imports
* Remove obsolete hands parameter in yml files
* Fix broken import
* Fix startup error and adding and removing hands on the same tick
* Make hand container id use an uint
In case someone gets more than 2 billion hands
* Rename hand component files
* Make hands state use an array
* Create ItemSlotButton
* Refactor inventory buttons
Refactor so that KeyBind handling of inventory and hands are the same.
* Refactor InventoryInterfaceController to call ItemSlotManager with entities
This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.
* Add CooldownCircle to ItemSlotButton
This allows Hands and Inventory to have cooldown circles on their ItemSlots.
* Refactor HandsGUI to use ItemSlots
This allows functionality and GUI to be the same between Inventory and Hands.
Added clicking empty hand to switch ActiveHand to clicked hand.
* Implement CooldownCircle in ItemSlotManager
Reorganize files
* Fixed HandsGui children so that HandsGui is clickable
* Added TextureButton for opening Storage items
* Update ClientInventoryComponent.cs
Fixed HandleComponentState so that it only updates the inventory when there are changes.
* Implemented storage button on Inventory
Adds a small button on the bottom right of Storage items when inside the inventory. When the button is pressed it opens the Storage UI.
* Updates for the netcode refactor.
* Change HandsGui to control.
Why? No idea but drawing of it works again.
* Fix hand change sync.
* Update submodule
* 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.
* Fix
Finish and update submodule
Comments code, changes network messages
FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW
Need engine commits
We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes
Changes some prototypes and fixes stuff
Fixes some more bugs, makes storage values show up properly
Part 3
Part 2
Storage Take 1
* Doneso
* 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.
* 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.