* 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
* Add unbuckling entities that move away from their straps
* Remove range constraint from movement unbuckling check
* Fix setting the wrong positions when buckling
* Fix beds making you sleep for the rest of your life
* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs
* Add flash icons, sounds
* Progress
* Multiple overlays without enums
* This is probably the worst way to do this IDK
* Remove nullable reference type
* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down
* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out
* Remove unused interface
* Create BuckleableComponent.cs
* Add strap component and keybind to buckle targeted entity
* Remove buckle keybind, turn it into a verb
* Add moving and attaching the buckled entity to the strap
* Fix reality collapsing when clicking on a buckled entity
* Add strap position to buckle a mob in the standing or down position
* Add new default strap position that makes no change to the mob's standing state
* Add Strap component to office chairs and stools
* Add Strap component to the pilot chair
* Add buckled status effect icon
* Add status effect click behaviour
* Add buckling and unbuckling sounds
* Change Buckle verb to only appear when an entity can be currently buckled
* Rotate buckled entity in the direction of the seat
* Disable entity rotation when buckled
* Fix buckle rotation on beds
* Buckling now finds the closest strap to the buckleable entity
* Fix rotation when unbuckling an entity
* Move buckle verb to StrapComponent
* Added buckled entity unbuckle verb, range and interaction checks
* Add checks for currently occupied straps
* Add unbuckling entity if its respective strap component is removed
* Add Clickable, InteractionOutline and Collidable components to bed
* Add rotation property to strap component
* Rename Buckleable to Buckle
* Add Buckle and Strap sizes to buckle multiple entities in the same strap
* Remove out of range popup message from strap verb GetData
* Move BuckledTo setter logic to its methods
* Fix Strap BuckledEntities being public
* Fix not updating status when Buckle component is removed
* Change BuckleComponent.BuckledTo to be of type StrapComponent
* Fix NRE when unbuckling
* Add buckle perspective messages
* Fix not equals comparison in strap verb
* Add added check to Strap TryAdd
* Change buckle.ogg and unbuckle.ogg from stereo to mono
* Remove -2f volume on buckle and unbuckle sounds
* Add summary to Strap TryAdd and Remove methods
* Make buckled entities unable to fall
* Fix default strap position not rotating the buckled entity
* Add downing after unbuckling an entity if it is knocked down
* Prevent an entity from buckling onto itself
Fixes stack overflow error
* Disable recursive buckling
* Add buckling onto straps by clicking them with an empty hand
* Add recursive buckle check to the trybuckle method as well
* Fix being able to click on a different strap to unbuckle from the current one
* Merge TryUnbuckle and ForceUnbuckle with a force argument
* Remove explicit unimplemented status effect clicking cases
* Add documentation to EffectBlockerSystem and ActionBlockerSystem
* Add basic yaml Jobs file
* Add Job Prototype
* Rename Jobs to Job
* Remove BaseJob
* Add the Job class child of Role
* Add code for spawning as an assistant. Not actually working, the job prototype can't be found.
* Fix role instead of job left in yaml
* Add starting gear support for job and the starting gear for assistant as an exemple
* Link job with starting gear in yaml
* Better naming and some error handling
* Tweak error handling
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment