* Multiple hands in gui first pass
* Remove IHandsComponent interface
* Create hand class and more hand textures
* Refactor ServerHandsComponent to use a single list of hands
* Seal SharedHand
* Fix picked up items not showing on top of the hand buttons
* Remove HandsGui buttons and panels dictionaries
* Fix items in hands rendering
* Fix wrong hand container comparison
* Fix not updating the location of duplicate hands
* Change ClientHandsComponent to use a SortedList instead of a dictionary
* More merge conflict fixes
* Change SortedList to List
* Fix hand button order
* Add item tooltip for more than 2 hands and updating when removing hands
* Add add hand and remove hand command
* Merge conflict fixes
* Remove nullable reference type from ContainerSlot
* Fix texture errors
* Fix error when reaching 0 hands
* Fix error when swapping hands with no hands
* Merged remove hand methods
* Fix item panel texture errors
* Merge conflict fixes
* Fix addhand and removehand command descriptions
* Add properly displaying tooltips for 2 hands
* Make hand indexes and locations consistent across the client and server
* Add dropping held entity if a hand is removed
* Change hand location to be calculated by index
* Made different hand gui updates more consistent
* Remove human body yml testing changes
* Sanitize addhand and removehand commands
* Merge conflict fixes
* Remove testing changes
* Revert body system changes
* Add missing imports
* Remove obsolete hands parameter in yml files
* Fix broken import
* Fix startup error and adding and removing hands on the same tick
* Make hand container id use an uint
In case someone gets more than 2 billion hands
* Rename hand component files
* Make hands state use an array
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>
* Fix crash when _appearance is null
Added a function to error check and set _appearance.SetData.
Added cancellation token which should stop the Timer, but doesn't seem to right now.
* Fix missing CancellationToken causing a crash
This delay would delay _appearance.SetData until after _apppearance was set to null when the component was removed causing a null reference exception.
* Airlock hacking
* Added status text
* Whoops don't need this
* Update Content.Server/GameObjects/Components/Doors/AirlockComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* ComponentReference ServerDoorComponent
* Suggested name