* Make grappling hooks work when you are under gravity on a floor
* Apply into the grappling rework, change the weight of grids
* Add *a* function to scale depending on mass
* Update the grappling system to feel a loooot better
* Just make the grappling hook lose grip if entity is unanchored, and also make it smoother to use.
* Tweak shuttle impact values to maintain current behavior
* Fix spray pushing with the new grid weights
* Update other thrusters to the new values (x1600)
* Update and reorder SharedGrapplingGunSystem
* "Fix" that one audio bug
* Include anchoring as being tethered to a grid
* Review fixed
* redundant members
* catch IonLawSystem instances
* return the ion law sawmill, fix LogMan instances
* SalvageSystem LogManager inst
* IonLawSystem: public Sawmill
* what even is initialization order?
* Grappling rework - Grappling hooks are now physics-based
* still have no idea wtf is going on with portals but fixed a few bugs + cleanup
* bonus fixes + prep for optional-but-recommended engine PR
* dropkicking a stray comment outta here
* makes the impulses actually take into account the fucking relays, makes reeling cancel if the rope's already too short, and tweaks values
* reviews + cleanup + makes ungrapple behavior a bit more consistent
joint removal was removed from ungrapple because it mispredicts either way, and breaks grappling hooks attached to the grappling gun (always good to leave possibilities like that open)
* adds a hack to work around grids not caring about waking cross-grid joints
* makes use of dirtyfield(), defenestrates magic number
* y'know it'd probably be better if we were like actually awake before we made commits
* null-coalesce instead of if statement
* two changes
* dont datafield and fix up for sound overrides
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Grappling gun ReelRate can be changed
Moves ReelRate constant from SharedGrapplingGunSystem to GrapplingGunComponent, so it's Reel speed can be changed.
* Add coment + remove redudant