* Adjust your rotation as you move (against walls and drifting)
* Can't use bullets / firelocks / items to push off of.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Rename usages of collidable to physics
* high tier PANIQUE
* aaaaaaaaAAAAAa
* cursed commit dont research
* Fix urist and items being anchored
* Fix the rest
* Add test that puts all components on an entity and checks for no exceptions
Also fix all the exceptions that happened because of this
* Add comments to the test
* Fix nullable errors
* Fix more nullable errors
* More nullable error fixes
* Unignore basic actor component
* Fix more nullable errors
* NULLABLE ERROR
* Add string interpolation
* Merge if checks
* Remove redundant pragma warning disable 649
* Address reviews
* Remove null wrappers around TryGetComponent
* Merge conflict fixes
* APC battery component error fix
* Fix power test
* Fix atmos mapgrid usages
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* movement modifier system
* update default exposedata values
* changing base speed marks as dirty
* formatting
* movement speed modifier component
* Moves slowdown component to the prototype
AIController respects slowdown
* reset dirty flag
* 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
* Disable footstep sounds for ghosts
Adds a check before playing footstep sounds to check if the mover is a ghost. Doesn't play footstep sounds if they are a ghost.
* Add FootstepSoundComponent
Adds FootstepSoundComponent. If a mob has this component, it will make footstep sounds. Otherwise they will not. As of this commit humans have this component and ghosts do not.
* Retrofit the AI system with new IoC features.
Fixed bug with turret rotation.
* Added new AI WanderProcessor, and it works.
* RNG walking directions are a bit more random now.
* Wander now actually uses the MoverSystem to move.
Wander now talks when he reaches his destination.
* Adds a new Static Barker AI for vending machines, so that they periodically advertise their brand.
* Barker now says some generic slogans.
Misc bug cleanup.
* Removed useless UsedImplicitly attribute from AI dependencies, suppressed unused variable warnings instead.
* ports clown and sec outfits
* bikehorn and soundemitters
* very smol bike horn
* working fine sounds
* Oh wow i can do it through github
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* fixes for review
* fixes prototype
* fixing entrypoint
* Removes static `IoCManager` service locator calls from `Robust.Shared.Map` namespace.
* Misc code cleanup and filling out doc comments for Map classes.
* Added Union and Intersect methods to Box2.
* Any touched component was converted from static IoC calls to field injection.
Sibling PR to https://github.com/space-wizards/RobustToolbox/pull/796.