* Gateway generation
* Gateway stuff
* gatewehs
* mercenaries
* play area
* Range fixes and tweaks
* weh
* Gateway UI polish
* Lots of fixes
* Knock some items off
* Fix dungeon spawning
Realistically we should probably be using a salvage job.
* wahwah
* wehvs
* expression
* weh
* eee
* a
* a
* WEH
* frfr
* Gatwey
* Fix gateway windows
* Fix gateway windows
* a
* a
* Better layer masking
* a
* a
* Noise fixes
* a
* Fix fractal calculations
* a
* More fixes
* Fixes
* Add layers back in
* Fixes
* namespaces and ftl
* Other TODO
* Fix distance
* Cleanup
* Fix test
* system naming conventions
* remove obsolete warnings
* use EntityQueries
* tube comp clean up
* damage on turns
* remove OnRelayMovement because it didn't work
* reduce volume
* reduce damage to 1.0
* add signal router sprite
* DisposalSignalRouter logic
* add disposal signal router
* add disposal signal router
* how did it work without this
* death
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Co-authored-by: deltanedas <@deltanedas:kde.org>
The voice mask confirmation and error popups were placed at the cursor,
which made the popup render hidden under the voice mask UI. This moves
the message to the player entity, and colors the error feedback red to
make it more distinct.
In CanImplant, FirstOrDefault would make up a new implant with default
values if there wasn't any to inject. This resulted in localization
errors and exceptions. Replacing with FirstOrNull fixes the issue.
We've had it at like, 18, 12, and 7, I think 7 is too low and 18 is definitely too high.
Ideally:
- 2 minutes to get inside
- 7 or so minutes inside.
- 2 minutes as a buffer to either fulton themselves out or run out if necessary.