* 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>
* Remove all IPrototypeManager instances
* Remove redundant IComponentFactory instances too
* Found some stragglers
* DestructibleSystem.PrototypeManager: no dependency
* not based
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Format DockingSystem.Shuttle
* arrivals system
* docking system
* shuttle console system
* emergency shuttle system
* shuttle system
* thruster system
* Fix compile error
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Move vgroid much closer
General feedback is map spam + it takes too long to get to. This is somewhat "close" (considering 1/4 of the distance is the vgroid itself) but without a jetpack / shuttle it's going to be an endeavour.
* Decrease max
* Tweaks
* godzilla
* Update Content.Server/Shuttles/Components/GridSpawnComponent.cs
* Dungeon spawn support for grid spawns
* Recursive dungeons working
* Mask approach working
* zack
* More work
* Fix recursive dungeons
* Heap of work
* weh
* the cud
* rar
* Job
* weh
* weh
* weh
* Master merges
* orch
* weh
* vgroid most of the work
* Tweaks
* Tweaks
* weh
* do do do do do do
* Basic layout
* Ore spawning working
* Big breaking changes
* Mob gen working
* weh
* Finalising
* emo
* More finalising
* reverty
* Reduce distance
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>