* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
Use an appearance visualizer instead.
* 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.
* Fixed sprite issues with construction system (Thanks PJB!).
* Storage and Hands Systems now subscribe to Transform Parent changes, and will keep their containers in sync.
* Add check in Interaction System to prevent processing client-side entities on the server.
* Added generic crate assets.
Added open flag to StorageComponent.
* StorageComponent door toggling works.
* Door now updates based on if someone is subscribed to the Storage.
* Added License to crate.rsi
Fixed Icon of crate.
* Added basic Locker.
* Added Fire Extinguisher.
* Added ability to close the storage UI by the server.
Notify the server that the UI is closed, so that the player is unsubscribed from the storage.
Unsubscribe the player from a storage if the player entity moves out of range.
* Add check to make sure entity is on the same map as the storage.
* Update Engine module.
* Update Engine.
Various minor interaction features.
There is no concept of gravity in the game yet, so items drift through space or the hallways of a station until they are stopped. Thrown items do not collide with walls because making them collidable makes them collide with EVERYTHING, including the player. We need collision groups in the physics system.
Because of the previous problems the velocity things are throw at is set quite low, it can be tweaked after the other mentioned issues are resolved.
* adds storage system, primitive client-unsubscribing of storage updates
* strips out currently unneeded system
* channel to actor
* closestorageui todo added
* thorough logging, actor to session, validates session before sending packets
* offloads session status check to an event handler
* Updates for the netcode refactor.
* Change HandsGui to control.
Why? No idea but drawing of it works again.
* Fix hand change sync.
* Update submodule
* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker
* Remove unnecessary usings and fix one thing
* Submodule update
* Adds a bunch of various clothing prototypes for each current inventory slot
* Fix
Finish and update submodule
Comments code, changes network messages
FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW
Need engine commits
We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes
Changes some prototypes and fixes stuff
Fixes some more bugs, makes storage values show up properly
Part 3
Part 2
Storage Take 1
* Doneso