* 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 xenos for stress test
Pretty hacky and not how I'd do it long-term
* Remove claws
* Add in unarmed combat behaviors
* Cleanuppppp
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Fix client not knowing that the lobby is paused when joining after the pause
Also fixes a client thinking that a lobby is paused when joining a new one after leaving a previously paused one
* Add server announcement to delaying and pausing round start
There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.
I tried to split these into 2 commits but they were kinda coupled together
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add CanInteract check to 18 verbs
* Add more caninteract checks to verbs without it
Storage toggle open, ammo box dump, bolt open and close, revolver spin and magazine open and close