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>
16 lines
396 B
C#
16 lines
396 B
C#
using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Access
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{
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public sealed class AccessReaderChangeMessage : EntitySystemMessage
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{
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public EntityUid Uid { get; }
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public bool Enabled { get; }
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public AccessReaderChangeMessage(EntityUid uid, bool enabled)
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{
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Uid = uid;
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Enabled = enabled;
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}
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}
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} |