* Retrofit the AI system with new IoC features.
Fixed bug with turret rotation.
* Added new AI WanderProcessor, and it works.
* RNG walking directions are a bit more random now.
* Wander now actually uses the MoverSystem to move.
Wander now talks when he reaches his destination.
* Adds a new Static Barker AI for vending machines, so that they periodically advertise their brand.
* Barker now says some generic slogans.
Misc bug cleanup.
* Removed useless UsedImplicitly attribute from AI dependencies, suppressed unused variable warnings instead.
* Fixed HandsGui children so that HandsGui is clickable
* Added TextureButton for opening Storage items
* Update ClientInventoryComponent.cs
Fixed HandleComponentState so that it only updates the inventory when there are changes.
* Implemented storage button on Inventory
Adds a small button on the bottom right of Storage items when inside the inventory. When the button is pressed it opens the Storage UI.
* Added the ReagentPrototype class.
* Added the new Solution class.
* Added new shared SolutionComponent to the ECS system.
* Added some basic element and chemical reagent prototypes.
* Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon.
* Added filters for code coverage.
* Nightly work.
* Added the server SolutionComponent class.
* Added a bucket.
Verbs set up for solution interaction.
* Adds water tank entity to the game.
* Added a full water tank entity.
Solutions are properly serialized.
Solution can be poured between two containers.
* Solution class can now be enumerated.
SolutionComponent now calculates the color of the solution.
* Minor Cleanup.