* Several sandbox manager improvements
- Bound sandbox manager to B key as it lists on the UI
- Bound entity spawner to F5
- Bound tile spawner to F6
- Made entity spawner and tile spawner toggle instead of repeated spawning new windows from the sandbox panel
* Move relevant keyfunctions from engine to content
Turns out it was unnecessary to have the key functions in the engine as all code using the ones added here are in content.
Previously the chem dispenser eject button placed the container on top of the dispenser. Now it will attempt to place it in your active hand, then your secondary hand. If both hands are full then it'll place it on top of the dispenser like before.
* Add click-based solution transfer
For example, clicking on a beaker with a soda can to transfer the soda to the beaker. Works on plain solution containers like beakers and also on open drink containers like soda cans as long as they have the `PourIn` and `PourOut` solution capabilities. If no `SolutionComponent` is added to a drink entity, the `DrinkComponent` will give the entity one. This PR extends that behavior slightly by also giving these default `SolutionComponent`'s the proper capabilities for pouring in/out.
* Improve fix for poured drinks not immediately disappearing
Instead of making `DrinkComponent.Use` public this
splits out the code important to both users and made that function public, leaving `Use` private.
* Shorten solution transfer popup
* Make code review changes
- Move pouring code from SolutionComponent to new PourableComponent. Added PourableComponent to client ignore list and added to existing container prototypes.
- Added EmptyVolume property to shared SolutionComponent for convenience.
- Removed DrinkComponent fix from pouring AttackBy code. Instead DrinkComponent subscribes to the SolutionChanged action and updates its self when necessary.
- Fixed pouring being able to add more than a containers max volume and sometimes deleting reagents.
- Added message for when a container is full.
* More code review changes
- Remove IAttackBy ComponentReference attribute in PourableComponent
- Remove _transferAmount from shared SolutionComponent. Left over var from previous commit not being used anymore.
* Implemented random character creation
* Pick from a list and apply a bit of randomness instead
* Rename SetInitialData, unselect list entries properly