* Fix crash in CameraRecoilComponent from NaN values
Doesn't proceed with camera shake if either component of recoil is NaN.
* Log NaN recoil value in CameraRecoilComponent
* Fix ExplosionHelper passing NaN recoil values when exploding from hand
With other commits CameraRecoilComponent now won't crash from NaN recoil values. Still want to fix this so explosions shake the camera. Just sets a value slightly greater than 0.0 for distance if it is (0.0, 0.0)
* Fix max_volume in cup YAML
Fixes#563
Added parsing of max_volume from YAML. Before it would get max volume only from drink content total.
* Fix drink owner getting deleted early
_contents.SplitSolution causes _contents.SolutionChanged to call Finish early causing a crash when try to get SoundComponent from the deleted Entity.
* Update & improve tutorial window
- Fix scroll bar not showing up till window is resized/scrolled.
- Update keybinds and information.
- Add "quick controls" before detailed explanation for quick reference.
- Add section headers with larger font.
* Add more keybinds
Adds more keybinds from keybinds.yml
* Address code review
- Remove paragraph explaining controls in favor of quick list.
- Remove use of ForceRunLayoutUpdate(). Need to find bug causing scroll bar to not show up until resize. Can do in separate PR.
* Add gameplay section
Adds gameplay section with some important notes on respawning and combat node.
* Fix typo
"it's keybind" -> "its keybind"
* Fix crash when eating bread due to a missing prototype
* Fix crash when finishing a food.
It tried to get the transform component of a deleted entity.
#574 added an out arg to `SolutionComponent.TryRemoveSolution` containing the solution that was removed. I made this change since I thought there was no way to get the removed solution for further use. Didn't notice `SplitSolution` which provides nearly the same behavior. With this PR I want to remove that out arg from `TryRemoveSolution` to keep the SolutionComponent API simple and to avoid having multiple ways of doing things. Existing code uses `SplitSolution`, I just wasn't paying attention.
Feel free to deny merging this if I'm over thinking it. I think it'll help keep solution code from becoming a mess.
uses SnapGridComponent to select nearby wires instead of entity list (only marginally faster if entity queries are using DynamicTree)
TheoreticalLoad double dipping property setter, reduced to one update
minor refactoring
Co-authored-by: Tyler Young <tyler.young@impromptu.ninja>