* BlockSolutionAccessComponent now only blocks one specified solution.
* Significant overhaul
Separated spilling when worn functionality into its own component/system.
Removed BlockSolutionAccessComponent.
Added an event for solution access.
* cleanup prototypes with `PryingComponent` & fix jaws of life prying speed
* Minor cleanup for tools and prying systems
Remove some obsolete methods.
* Fix doafter continues when not held & log
* Modifiy delays for floor prying
* Fix test fail
* You can now pry multiple tiles at once
* More advanced do after duplicate checking.
Instead of just saying "lol tile prying can raise duplicates", we now have a system so tile prying can properly distinguish events on 2 different tiles. This is achieved with a virtual function on DoAfterEvent.
* partial buckling refactor
* git mv test
* change test namespace
* git mv test
* Update test namespace
* Add pulling test
* Network BuckleTime
* Add two more tests
* smelly
* Fix conveyor mispredicts
Instead of tracking active conveyors we instead track the conveyed entities. This also handles things like stacking conveyors more gracely.
* Fix ActiveConveyor
* Fix lerping
* FactionClothing
* swtich carp to the Dragon faction
* add carp hardsuit
* add carp hardsuit to uplink
* fixes
* webedit ops 1
* why did i name it that wtf
* among
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* CVarify meteor behavior
* Cache value to reduce CVar calls, hook into OnValueChanged
* _cfg is still null at construction time, fixed by just making it set up on Started instead
* Invoke immediately! Learning more every step of the way.
* Move cached value initialisation to Initialize call
* Add explicit supercall
* Don't use invalid defaults for loadouts
At the time it made more sense but now with species specific stuff it's better to have nothing.
* Loadout SetDefault only applies valid loadouts
* SS-28662 Add cvar to force spawn everyone at departures
This cvar means everyone must spawn at departures. This
could be handy for an admin event? But mostly it's so the
tutorial departures terminal can be seen by all newbies on
gateway servers.
* Small fix to ArrivalsSystem flow
* Remove incorrect todo
* Add godmode arrivals cvar
Adds a check during wielding to see if the code is running clientside, and if so skip the part responsible for creating the virtual items.
This is necessary because TrySpawnVirtualItem is blocked from running clientside, so trying to spawn the virtual items for wielding causes the client to always believe the wield has failed. This erroneous failure leads to the display of incorrect feedback until the server's successful wield attempt makes it to the client. The added check prevents wielding from failing in this way and therefore allows the client to behave as expected.