* Remove deleted projectiles from the container tracking them
* Gotta dirty the container
* Remove the container component when all embedded projectiles are gone
* Add test
* No clientside deletion of networked entities
* Move cleanup logic before deletion
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* a
* Reviewed
* Funky re-save
* Fix velocity
* Table fix
* Review
* a
* changes to some hydroponics plant sprites
* tomato changes
* added tomatoes and further changes
* added tomatoes and adjustments
* added tomatoes and adjustments
* added apples and meatwheat
* watermelon + adjustments
* sugarcane
* blood tomatoes & pumpkin harvest
* final changes for a while
* poppy harvest repaint
* smoller melon + holy melon stages
* final changes + attributions added to json files
* oops
* changes
* changes x2
* egg success + tree changes and additions
* bagel mistake
* lemon lime garlic fly
* grapes and stuff
* Potate
* peas and attributes
* more veg while my monitor flashbangs me repeatedly trying to find source links
* soyyyyyyy
* eggplant and berries yuuumm
* corn life
* grape disaster
* my computer is slow
* Pray
---------
Co-authored-by: Your Name <[you@example.com])>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Add smuggler stashes
* Prevent anchor/collision test fail
* Enabled = false
* Oops, missed one
* NYAH!1984
* Split/Rebalance loot pools and fix test fail
* Errg, still with the canCollide thing
* Removed notes, additional balance tweaking, removed some blank lines
* Replace generator IDs
* Adjust briefcase fill
* Node moved
* Use noSpawn
* Goldschlonger
* Adjusts fills for grid-inv
* Replace removed items
* Replace removed items part 2
* Add empty satchel to clothesmate contraband inventory
* Merge master and switch spawning to roundstart event
* Cleaned up and converted to entity spawn tables + Added funny clown satchel
* Adds comp to prevent stacking bags
* Inital cleanup
* More changes
* ff
* Some fixes but yaml needs to be organized and a few bugs remain
* Final fixes
* Cleanup
* good
* One more
* minor tweaks
* Rename
* Combine dupe fields
* address review
* review
* make linter happy
* names, contraband status
* uplink
* small bugfix
---------
Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* EntityCoordinates.GetGridUid -> SharedTransformSystem.GetGrid
* EntityCoordinates.GetMapId -> SharedTransformSystem.GetMapId
* Hey look, there's been a bug here this whole time
* TransformComponent.Coordinates.set -> SharedTransformSystem.SetCoordinates
* Now actually working!
* Formatting why not
* Remove unneeded GetComponent
* Recolored the metamorphic glass antifreeze sprite to reflect the actual color of the chemical
* Added recolor credit in meta.json
* The antifreeze shall be blue!
* removed weird fill-5 change
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* antag status indication rework
* the cvars are free, you can just take them
* update playerlist on cvar change
* more overlay options
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
* add new option checkboxes
* passing ConfigurationManager through constructor, some format changes
* made sorting values more futureproof
* comments
* labels
* no point commenting this out when the overlay stack PR will uncomment it again anyway
* sorting prototype
* localize symbols because why not
* symmetry
* Revert "localize symbols because why not"
This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60.
* layout and formatting stuff
* fix errant space
---------
Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
* Add test for disconnecting the client while a projectile is embedded
* Add check for non-terminating grid or map
* Add test that an embeddable detaches when the target is deleted.
* Remove Explicit tag from TestDisconnectWhileEmbedded