* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Dungeon spawn support for grid spawns
* Recursive dungeons working
* Mask approach working
* zack
* More work
* Fix recursive dungeons
* Heap of work
* weh
* the cud
* rar
* Job
* weh
* weh
* weh
* Master merges
* orch
* weh
* vgroid most of the work
* Tweaks
* Tweaks
* weh
* do do do do do do
* Basic layout
* Ore spawning working
* Big breaking changes
* Mob gen working
* weh
* Finalising
* emo
* More finalising
* reverty
* Reduce distance
* 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
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Do not wake up NPC if there is still a mind attached.
This became apparent with diona nymphs (?) and slime gyras (?). This caused players that disconnected while a nymph, gyras or other npc to resume their NPC behavior. Which I would call unwanted. This fixes that.
* Zombies become AI anyway
* Update Content.Server/NPC/Systems/NPCSystem.cs
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Added new HTN operations & preconditions
* Ok I forgot about partial
* Namespace pierce the skies
* Some fixes, debug and new operators
* Bruh git eat my files
* move SolutionTransfer to shared and predict as much as possible
* fully move OpenableSystem to shared now that SolutionTransfer is
* fix imports for everything
* doc for solution transfer system
* trolling
* add scoopable system
* make ash and foam scoopable
* untroll
* untroll real
* make clickable it work
* troll
* the scooping room
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 1db178b63254c5b509a6493a631fddb596b376a4)
- Fix the free node check considering the whole tile and not the poly.
- Clear maps on direction resets.
- More robust arrival checks for pathfinding nodes.
(cherry picked from commit 64b648ff3c5183393b28285909e6b62c2b66663e)
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
(cherry picked from commit c584f6444a85cc53edb060230f7e7b2b76cc87bf)
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 7561bef6a7aee65149381e155da53abc65a6a4e7)
Use Log with generated sawmill name rather than explicitly named one for all non rule-based Content EntitySystems.
(cherry picked from commit eeaea6c25b496106eb741e93738f2ab8503949ba)
* Kill the static InRangeUnOccluded
* Adjusted 4 more EntitySystems that were missed.
(cherry picked from commit 7d275a4b5e4188db424cc417c609dced3f9aca89)
* NPC steering blending
Significantly more stable than using LastSteerDirection and also AntiStuck never got tripped locally when I was running around. I also left future notes for me to cleanup the pathfinder in future.
* Remove index
(cherry picked from commit f819404f6d1757ae4c541f5e856dfc1fc5d9895b)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
* DamageSpecifier [Obsolete] Total => GetTotal()
* Remove obsolete Total member from DamageSpecifier.
(cherry picked from commit c77eb8691dc08d384a88ddaf3b734f7777d741b5)
* Replace EntityUid parsing with NetEntity
* fix
* Other changes required for arch
* And anothher
(cherry picked from commit 9bff44d141f75eaac72a2f6c089272d0af80df93)