* Scope creep my ass
* why was this shit not pushed????
* gone...
* fix that
* review plus buildd
* asfsafsafsafsafas
* grug
* burber
* I'll fix this later
* shrimply die
* also this
* it's snerf or snuthin
* assaads
* round snend
* aaaa
* fix this shit for real
* actually, don't start GameRules until MapInit now that I think aboot it.
* forgot u
* don't actually need this part nullable
* Deffer comp removal
* one liner
* do that too
* chungus
* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)
* deferred removal :V
* aaaaaaaaaaaaaaa
* whhop
* Whoop
* better
* landmine that I placed for myself then forgot about lmao
* cleanup
* FUCKING `!`
* gotovo
* amogus
* please don't check by metadata I beg
* waawsasfdfsasfa
* sfafsasfafsas
* fdsaasffsasfa
* code
* fix
* fasasffasfasfsad
* chungaas
* I may be stupid
* gra
* graaaaaaaaaaaaaaaaa
* comment
* gra
* clearing is not predicted and would require major refactors, so don't cache on client.
* lame shit :P
* last holes
* nukeopsfsafsasafsfafsa
* why was that shit public bruh
* bubrbgwahrghfaka
* dynamic
* revert change that did nothing lmao
* Axes the easy IMapManager references
* Axes the references to unported (obsolete) IMapManager methods
* Converts salvageruler command to a LocalizedEntityCommand so it can use SharedMapSystem
* Removes IMapManager from GameTicker
This required axing the map nuke during restart, but that should be fine?
Maps are entities so EntityManager.FlushEntities should delete them all and that's the preceding line
* submodule update(?)
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Enhance entity deletion test with extra ticks
* Implement CleanupTransientEntities for test stability
Added CleanupTransientEntities method to handle deletion of transient side-effect entities during tests.
* Add using directive for Robust.Shared.Spawners
* corrections
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* Minor improvements to SpawnAndDeleteEntityCountTest Assert messages
* * Now lists added/removed entities on test failure.
* Wrapped entity loop in MultipleAsync so all failing ents are reported.
* Removed Multiple wrappers on client/server pairs, as they made result formatting ugly.
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>