ReagentUnit now implements IComparable and IEquateable.
ReagentUnit now uses double internally.
Added multiplication without shifting for ints.
InvariantCulture for some string things.
Added units tests for Equals and CompareTo.
Added unit tests to Solution that deals with nasty fractionals.
-Ability to mix drinks to create cocktails with shiny icons
-New Chemistry System which can relay chemistry events to corresponding components
-moved some solution logic from Shared to Server
-fixed some weird stuff with DrinkComponent
* Draft PR, do not merge
* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.
* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names
* WIP protolathe animation
* Working protolathe animation.
I still don't like the solution though.
* Add BloodstreamComponent and BloodstreamSystem
New component for metabolizing reagents that other organs like the stomach pass their input reagents to.
* Change StomachComponent to put ingested reagents in bloodstream after delay
Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.
* Add reagent injectors
Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.
* Address code review
Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
#574 added an out arg to `SolutionComponent.TryRemoveSolution` containing the solution that was removed. I made this change since I thought there was no way to get the removed solution for further use. Didn't notice `SplitSolution` which provides nearly the same behavior. With this PR I want to remove that out arg from `TryRemoveSolution` to keep the SolutionComponent API simple and to avoid having multiple ways of doing things. Existing code uses `SplitSolution`, I just wasn't paying attention.
Feel free to deny merging this if I'm over thinking it. I think it'll help keep solution code from becoming a mess.
* Several sandbox manager improvements
- Bound sandbox manager to B key as it lists on the UI
- Bound entity spawner to F5
- Bound tile spawner to F6
- Made entity spawner and tile spawner toggle instead of repeated spawning new windows from the sandbox panel
* Move relevant keyfunctions from engine to content
Turns out it was unnecessary to have the key functions in the engine as all code using the ones added here are in content.