* 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.
Fixes second half of #92
Regarding the first half, Digitalis explained in discord that when an entity is picked up, visible components are made invisible by making the entire Godot scene node for the entity (based on the GodotTransformComponent) not visible. It's probably possible to exempt the pointlight from that invisibility, but that seems hacky and it seems like something that should be covered by a generic "items equipped in hands are visible" design.
Adds:
- Handheld light component for toggling light activation
- Lantern sprite with on and off layers
- Lantern prototype updates
Known issues:
- When light is on and on the ground, hovering over it with the cursor does not produce the outline effect. I'm not sure, but I think this is caused by the way I implemented the illuminated layer as an entire sprite rather than just the illuminated part. The outline only works on the first layer maybe? I checked it against the welder in its on state and it doesn't seem to outline the flame.
- Illuminated sprite (layer 1) is an entire flashlight, so to make it look okay, the whole first layer is turned off. Would be better / more correct to follow the example of the welder and just create an illuminated "cap" to overlay on the dark extinguished layer. I'd whip up some coder art myself, but I don't have the right tools to handle transparency.
- Illuminated sprite is slightly different from the extinguished sprite, so turning on the light makes it a little bit shorter.
* Sprite refactor compatibility.
* Sprite-level rotation.
* Dude it works.
Welder now has an unshaded flame toggle!
Door component no longer on client!
* Remove debug text.
* Update.
* Move submodule to Godot
* Update submodule AGAIN.
* Update project files.
* Remove WearableAnimatedSprite from prototypes.
* Remove content repo resource copier.
* Update submodule.
* Fix resource handling.
* Content.Client compiles by commenting out hands GUI.
* Update submodule.
* Fix prototype textures and update submodule.
* Update Submodule.
* Update submodule SOME MORE!
* Random WiP shit I guess
* Make omnisharp not choke on buildchecker.
* Update submodule.
* Highly WiP broken HandsGui code.
* Ok maybe let's not insult omnisharp.
* Fix annoying Omnisharp warning.
* Update submodule.
* Update submodule.
* Hey I forgot to push this but it didn't conflict!
* Fix hands GUI on godot.
* Update submodule.
* Obligatory submodule update.
* Work on exports.
* Work on exports.
* Update submodule.
* Update submodule.
* Fix dumb case mismatch between content and engine
* work pls.
* This maybe.
* Now!
* Update submodule.
* update submodule.
* Some WiP work on exporting aaah.
* OK READY FOR THE BUILDS SERVER.
* Probably should've made those commits in a different order.
* DO THE THING
* update submodule.
* Updates for effects system.
* Update submodule.
* Make file/line numbers show up on Windows Godot.
* Set submodule to master.