* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs
- fixes inhand sprite visibility
- adds visible charge level
- refactor sound recourse load, now you can specify fire sound from YAML
- adds laser cannon - more powerful laser
- adds new assets for cannon
Made the examine window a little transparent so that you can see things behind it. This prevents the examine popup from occluding gameplay.
Moved the ExamineEntity bind from Human to Common context so that it will always be available to clients. Ghosts can now examine things.
By PJBs suggestion. Cleaner to do this instead of repeatedly calling GetChild. Also changed ApcBoundUserInterface._window from an SS14Window to an ApcWindow to avoid extra type casting.
One minor issue remains with this that I can't resolve. The construction window starts off much larger than the tscn dependent version on master. It can be shrunk manually and it'll look the same, but it'd be nice to keep it as it was. Tried manually changing the window size and changing the size flags but couldn't get it to work as I wanted.
This turned out to be much simpler than how I was initially making it. The important thing to note is that without setting the margin and anchor values for the chatbox itself (not it's children) it won't show up on the screen.
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
Use an appearance visualizer instead.