Commit Graph
43 Commits
Author SHA1 Message Date
metalgearslothandGitHub 8d5ebd830a Add CompRegistry methods to EntManager / CompFac (#5379)
* Add CompRegistry methods to EntManager / CompFac

CompRegistries are nice to use and this just makes it a bit easier to extend functionality.

* fix bad pull
2024-08-25 21:37:14 +10:00
e71f1cc8a5 Warning fixes (#4160)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-07-01 22:02:12 +10:00
Leon FriedrichandGitHub c5ecc426d0 Remove server and shared sprite component (#3981) 2023-04-30 16:09:07 +10:00
metalgearslothandGitHub 59d40eb56c Remove manual comp registrations from client / server (#3626) 2023-01-10 22:32:07 +11:00
Leon FriedrichandGitHub 054a908efd Generalize component trees (#3598) 2022-12-27 13:33:46 +11:00
metalgearslothandGitHub 4521dc37f5 Remove IMap / IMapGrid comps (#3434) 2022-11-04 10:12:36 +11:00
metalgearslothandGitHub de01b9d8cb Raise collision events by-ref (#3201) 2022-09-14 17:23:35 +10:00
Leon FriedrichandGitHub 0d04d8a82a Add generic visualizer system (#2914) 2022-06-09 03:08:36 +10:00
Pieter-Jan BriersandGitHub 4226976821 Ordered EventBus optimizations (#2902) 2022-06-05 14:49:59 +02:00
de4d255841 Analyzer to enforce classes to be either [Virtual], abstract, or sealed. (#2469)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-02-05 19:31:58 +01:00
wrexbeandGitHub d1e0f2cd94 Automatic Component Names (Alternate ending) (#2389) 2022-01-25 14:10:08 +01:00
AcruidandGitHub 279cc0f83f AppearanceComponent Cleanup (#2253) 2021-11-23 18:16:37 +11:00
metalgearslothandGitHub 699615df97 Remove Snapus Gridus (#2014) 2021-09-12 16:34:51 +10:00
metalgearslothandGitHub 325f25c547 Fix occluders for moved grid (#1878)
* Refactor occluders

* Copy pasting

* Reduce bounds

* Clear system updates on shutdown
2021-07-22 13:07:45 +10:00
AcruidandGitHub dadd7b4cc3 Remove Static Component NetIds (#1842)
* ComponentNames are not sent over the network when components are created.

* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.

* Remove the unnecessary NetID property from ComponentState.

* Remove Component.NetworkSynchronizeExistence.

* Change GetNetComponents to return both the component and the component NetId.

* Remove public usages of the Component.NetID property.

* Adds the NetIDAttribute that can be applied to components.

* Removed Component.NetID.

* Revert changes to GetComponentState and how prediction works.

* Adds component netID automatic generation.

* Modifies ClientConsoleHost so that commands can be called before Initialize().

* Completely remove static NetIds.

* Renamed NetIDAttribute to NetworkedComponentAttribute.

* Fixing unit tests.
2021-07-12 10:23:13 +02:00
Vera Aguilera PuertoandGitHub 17af3612a5 Remove IActorComponent, rename BasicActorComponent to ActorComponent. (#1752)
Rename playerSession to PlayerSession.
2021-05-12 13:40:16 +02:00
Pieter-Jan Briers 720f1b1d05 Fix a bunch of compiler warnings. 2021-05-12 00:16:12 +02:00
c17c8d7a11 Physics (#1605)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

* Disable prediction for now

* Spans

* Fix ShapeTypes

* fixes

* ch ch changeesss

* Kinematic idea

* Prevent static bodies from waking

* Pass WorldAABB to MoveEvent

* Fix collisions

* manifold structs fucking WOOORRKKKINNGGG

* Better pushing

* Fix merge ickies

* Optimise MoveEvents

* Use event for collisions performance

* Fix content tests

* Do not research tests

* Fix most conflicts

* Paul's trying to kill me

* Maybe collisions work idk

* Make us whole again

* Smug is also trying to kill me

* nani

* shitty collisions

* Settling

* Do not research collisions

* SHIP IT

* Fix joints

* PVS moment

* Fix other assert

* Fix locker collisions

* serializable sleeptime

* Aether2D contacts

* Physics is no longer crashing (and burning)

* Add to the TODO list

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 03:19:01 +11:00
80f9f24243 Serialization v3 aka constant suffering (#1606)
* oops

* fixes serialization il

* copytest

* typo & misc fixes

* 139 moment

* boxing

* mesa dum

* stuff

* goodbye bad friend

* last commit before the big (4) rewrite

* adds datanodes

* kills yamlobjserializer in favor of the new system

* adds more serializers, actually implements them & removes most of the last of the old system

* changed yamlfieldattribute namespace

* adds back iselfserialize

* refactors consts&flags

* renames everything to data(field/definition)

* adds afterserialization

* help

* dataclassgen

* fuggen help me mannen

* Fix most errors on content

* Fix engine errors except map loader

* maploader & misc fix

* misc fixes

* thing

* help

* refactors datanodes

* help me mannen

* Separate ITypeSerializer into reader and writer

* Convert all type serializers

* priority

* adds alot

* il fixes

* adds robustgen

* argh

* adds array & enum serialization

* fixes dataclasses

* adds vec2i / misc fixes

* fixes inheritance

* a very notcursed todo

* fixes some custom dataclasses

* push dis

* Remove data classes

* boutta box

* yes

* Add angle and regex serializer tests

* Make TypeSerializerTest abstract

* sets up ioc etc

* remove pushinheritance

* fixes

* Merge fixes, fix yaml hot reloading

* General fixes2

* Make enum serialization ignore case

* Fix the tag not being copied in data nodes

* Fix not properly serializing flag enums

* Fix component serialization on startup

* Implement ValueDataNode ToString

* Serialization IL fixes, fix return and string equality

* Remove async from prototype manager

* Make serializing unsupported node as enum exception more descriptive

* Fix serv3 tryread casting to serializer instead of reader

* Add constructor for invalid node type exception

* Temporary fix for SERV3: Turn populate delegate into regular code

* Fix not copying the data of non primitive types

* Fix not using the data definition found in copying

* Make ISerializationHooks require explicit implementations

* Add test for serialization inheritance

* Improve IsOverridenIn method

* Fix error message when a data definition is null

* Add method to cast a read value in Serv3Manager

* Rename IServ3Manager to ISerializationManager

* Rename usages of serv3manager, add generic copy method

* Fix IL copy method lookup

* Rename old usages of serv3manager

* Add ITypeCopier

* resistance is futile

* we will conquer this codebase

* Add copy method to all serializers

* Make primitive mismatch error message more descriptive

* bing bong im going to freacking heck

* oopsie moment

* hello are you interested in my wares

* does generic serializers under new architecture

* Convert every non generic serializer to the new format, general fixes

* Update usgaes of generic serializers, cleanup

* does some pushinheritance logic

* finishes pushinheritance FRAMEWORK

* shed

* Add box2, color and component registry serializer tests

* Create more deserialized types and store prototypes with their deserialized results

* Fixes and serializer updates

* Add serialization manager extensions

* adds pushinheritance

* Update all prototypes to have a parent and have consistent id/parent properties

* Fix grammar component serialization

* Add generic serializer tests

* thonk

* Add array serializer test

* Replace logger warning calls with exceptions

* fixes

* Move redundant methods to serialization manager extensions, cleanup

* Add array serialization

* fixes context

* more fixes

* argh

* inheritance

* this should do it

* fixes

* adds copiers & fixes some stuff

* copiers use context v1

* finishing copy context

* more context fixes

* Test fixes

* funky maps

* Fix server user interface component serialization

* Fix value tuple serialization

* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings

* fixes

* fixes more stuff

* yes

* Make abstract/interface skips debugs instead of warnings

* Fix typo

* Make some dictionaries readonly

* Add checks for the serialization manager initializing and already being initialized

* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute

* copy by ref

* Fix exception wording

* Update data field required summary with the new forbidden docs

* Use extension in map loader

* wanna erp

* Change serializing to not use il temporarily

* Make writing work with nullable types

* pushing

* check

* cuddling slaps HARD

* Add serialization priority test

* important fix

* a serialization thing

* serializer moment

* Add validation for some type serializers

* adds context

* moar context

* fixes

* Do the thing for appearance

* yoo lmao

* push haha pp

* Temporarily make copy delegate regular c# code

* Create deserialized component registry to handle not inheriting conflicting references

* YAML LINTER BABY

* ayes

* Fix sprite component norot not being default true like in latest master

* Remove redundant todos

* Add summary doc to every ISerializationManager method

* icon fixes

* Add skip hook argument to readers and copiers

* Merge fixes

* Fix ordering of arguments in read and copy reflection call

* Fix user interface components deserialization

* pew pew

* i am going to HECK

* Add MustUseReturnValue to copy-over methods

* Make serialization log calls use the same sawmill

* gamin

* Fix doc errors in ISerializationManager.cs

* goodbye brave soldier

* fixes

* WIP merge fixes and entity serialization

* aaaaaaaaaaaaaaa

* aaaaaaaaaaaaaaa

* adds inheritancebehaviour

* test/datafield fixes

* forgot that one

* adds more verbose validation

* This fixes the YAML hot reloading

* Replace yield break with Enumerable.Empty

* adds copiers

* aaaaaaaaaaaaa

* array fix
priority fix
misc fixes

* fix(?)

* fix.

* funny map serialization (wip)

* funny map serialization (wip)

* Add TODO

* adds proper info the validation

* Make yaml linter 5 times faster (~80% less execution time)

* Improves the error message for missing fields in the linter

* Include component name in unknown component type error node

* adds alwaysrelevant usa

* fixes mapsaving

* moved surpressor to analyzers proj

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 2ee4cc2c26.

* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests

* Fix nullability warnings

* Improve yaml linter message feedback

* oops moment

* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct

* Remove try catch from enum parsing

* Make dependency management in serialization less bad

* Make dependencies an argument instead of a property on the serialization manager

* Clean up type serializers

* Improve validation messages and resourc epath checking

* Fix sprite error message

* reached perfection

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-04 15:59:14 -08:00
AcruidandGitHub 24707b7385 Shared Containers (#1579)
* Added a basic server simulation framework for help with tests.

* Moved as much as possible to Robust.Shared/Containers.
Moved ContainerSlot from content to engine.

* Moved ClientContainer to shared.

* Merged client/server ContainerManagerComponents into a single shared version.

* ContainerManagerComponent is now implicitly registered with the attributes.

* Migrated to 2021 serialization technology.

* Existing Unit Tests work.

* More tests coverage.
Fixed bug with transferring items between containers.

* Container Type info is now sent over the network.

* Merge client/server container systems.

* Code cleanup.

* Attempted to fix dictionary serialization.
Logs warning when trying to check if an unknown GridId is paused.

* Remove OldCode.
2021-03-01 15:19:59 -08:00
Pieter-Jan Briers d751c0b3ab Revert "Physics (#1602)"
This reverts commit fefcc7cba3.
2021-02-28 18:45:18 +01:00
fefcc7cba3 Physics (#1602)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:09:36 +11:00
AcruidandGitHub ae79e89347 Added a shared PointLightComponent interface. (#1585)
* Added a shared PointLightComponent interface.

* Fix unit tests.
2021-02-20 16:06:34 -08:00
AcruidandGitHub 2183cd7ca1 Massive Namespace Cleanup (#1544)
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00
a274b8dfc2 EntityQuery no longer yields paused by default (#1521)
* Change EntityQuery to not get paused by default

* GetAllComponents

* Fix shell commands

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:31 +11:00
Pieter-Jan Briers ad4c8be132 Add system for preserving Map UIDs across edits. 2021-01-17 15:51:32 +01:00
DrSmugleafandGitHub 0eea24326e Add SharedAppearanceComponent as a component reference (#1406) 2020-11-16 01:51:49 +01:00
DrSmugleafandGitHub abe7d679a3 Add timer component (#1358) 2020-10-30 01:01:27 +01:00
DrSmugleafandGitHub 2296699651 Add shared and server eye components (#1356) 2020-10-30 00:55:56 +01:00
DrSmugleafandGitHub f8d5fa5319 Rename CollidableComponent to PhysicsComponent (#1320) 2020-10-11 15:32:50 +02:00
DrSmugleafandGitHub aa6c0942c0 Add component references for SpriteComponent (#1303)
* Add component references for SpriteComponent

* Add RegisterComponent attribute

* Fix tests

* Revert "Fix tests"

This reverts commit 6d6b9dedd0.

* Revert "Add RegisterComponent attribute"

This reverts commit 09d6610f8a.

* Add component references manually
2020-10-06 01:46:36 +02:00
Paul RitterandGitHub 827734d658 Nukes the Iconcomponent (#1290)
* removes iconcomponent

* forgot one thing

* it works!!11

* last change
2020-09-23 16:20:32 +02:00
AcruidandGitHub 99933499b7 Merged Client and Server PhysicsComponent (#1163) 2020-07-02 09:34:16 +02:00
Pieter-Jan BriersandGitHub 31fb65bcb9 Movement prediction work. (#1144)
* Fix client-side input system not sending sequence numbers for input messages.

This caused message ordering issues and keys getting stuck down.

* Make sure EyeUpdateSystem runs after physics.

* IGameTiming.TickFraction helper.

* Subtick data for input commands.

* Literally a unit test to verify that I wasn't going insane while debugging input message ordering issues.

* More prediction logs behind net.predict.

* Move physics to shared and run it on the client.

* Synchronize grid gravity.

* Fix ResetPredictedEntities crash when entities get deleted server-side.

* Fix CollidableComponent setters not calling Dirty()

* Fix going into space while predicting.

* Watch window uses history line edit.

* Fix unpredicted objects stuck-jittering.

* VV tags for interp vars on transform.

* Fix 0 mass objects on client.

* Fix friction calculations being TPS dependent.

* Reset predict flag on handelComponentState
2020-06-24 20:47:20 +02:00
Pieter-Jan BriersandGitHub af249f80c8 Improved click detection supporting features: (#1133)
* Improved click detection supporting features:

Clickable removed from engine
Texture/RSI load hooks for content
New sprite layer API

* Fix tests.
2020-06-18 02:25:02 +02:00
Pieter-Jan BriersandGitHub 0b1f088f8c Better entity exception tolerance (#996)
* Use separate define constants for exception tolerance stuff.

* Improve handling of exceptions during entity creation.

The entity in question now gets marked as deleted immediately.

* Glorious.

* Testing components, tests, wrapper exception type.
2020-02-24 03:56:50 +01:00
Pieter-Jan BriersandGitHub 32bafb66a8 Shadows & FOV. (#992)
* Work on shadow casting.

* Shadowcasting depth works, code cleanup

* Adds #include support to SWSL parser.

* Move lighting shader to swsl.

Also more shader parser fixes.

* Move PI constant to correct file.

* Got functional FOV, working on wall bleed.

* Hey, it kinda works.

* Occluder component now lives in shared.

* Optimizations.

* Fix light map color format.

I set it to something else while testing perf.

* Front face cull final FOV pass.

* Fix holes in occlusion geometry due to disabled occluders.

* Starting work on better wall handling.

* Some comments.

* Improve font-face-culled FOV pass.

* Improve various light biasing things.

* VSM, smooth shadows.

Also unused VSM blurring because it didn't work but committing it like this will forever keep it in Git somewhere.

* FOV smoothing, looks kinda awful.

* Base wall bleed blur strength on camera size.

* The part where I give up.

* Comments. Many comments.

* Allow eyes to disable FOV.

* Improve OccluderComponent on the client.

* Update for occluder component changes.

* Maybe do this properly...
2020-02-23 17:18:58 +01:00
Acruid 78a33076f9 Merged client and server CollidableComponent into a shared version. Now shared code can add collidable components to entities. 2020-01-11 14:10:25 -08:00
AcruidandPieter-Jan Briers f5c0dba194 Map & Grid Entities (#916)
* Adds Map components to the ECS system.

* Grid entities are now created along with map grids.
Grid components are now properly reused from map deserialization when a grid is created through the MapManager.

* Make MapGridComponent shared.
Don't send Nullspace default grid to client, they have their own.
Properly link the new grid with the entity sent from the server.

* Fixes nullRefException when ToString() is called on an Entity with no Prototype.

* Adds logging debug info about binding a map/grid to an entity.
Nightly Commit.

* Client map networking now properly pivots a grid from the client entity to the shared entity.
Added IMapGridComponent.ClearGridId() to properly dissociate the component from a grid before deleting it.
WorldPosition of a default grid is always 0,0 regardless of the entity transform (if any).
Nullspace map and default grid are not bound to an entity.
Nullspace map and default grid cannot be deleted.

* Map Entities are now created along with new maps.

* Client & Server load with new scene hierarchy.

* Fix rebase damage.

* Added ContainerHelpers helper class.

* Fix Container checks.

* Fixed clothes.

* Fixing unit tests.

* Removed disabled code.

* Actually initialize and startup the Map and Grid entities.
2019-12-21 22:11:17 +01:00
Pieter-Jan BriersandGitHub e519b6b53d Delete some dead code. (#876)
Mostly utility classes and ancient legacy.
2019-10-17 01:52:58 +02:00
AcruidandPieter-Jan Briers f2eb035ed8 Physics Shapes (#847)
* Adds a new IPhysicsShape object where you can define what collisions shape a PhysBody has.
AABB is now accessed through the PhysicsShape, so the BoundingBoxComponent is not required.

* Default PhysShape now copies the AABB of the BoundingBoxComponent.

* Fixed issue with serialization of PhysShapeAabbComp.

* Spatial queries now use ICollidableComponent instead of BoundingBoxComponent.
showbb now draws entities using the obsolete BoundingBoxComponent in Aqua.

* Renamed PhysShapeAabbComp to PhysShapeAabb.
Removed BoundingBoxComponent.

* Default CollidableComponent does not collide with anything now.

* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Robust.Shared/Physics namespace.

* PhysShapes are now a collection of primitive shapes that contribute to the whole PhysBody.
ObjectSerializer.DataField can now deal with abstract types using YAML tags.

* Added LocalBounds property to ClickableComponent.
Added state to ClickableComponent.

* Added a Rectangle physics shape.

* ClickableComponent now actually checks that a click is inside its bounds.

* Reverted the addition of a try/catch around map loading. Any errors can propagate to the code trying to load the map again.
2019-09-03 22:06:50 +02:00
AcruidandPieter-Jan Briers 5fe0bd6e55 EntityStates (#798)
* Added a new special MetaDataComponent to store entity data that isn't specific to a component.

* Adds ExposeData to MetaDataComponent.
Name of the entity now defaults to the prototype name.

* EntityStates changed so that the list of networked components is not sent every tick for a modified entity.

* Code cleanup & doc comments.

* MetaDataComponent Name and Description are taken from the prototype before storing them in the component.

* Adds the EntityState serializer benchmark. This isn't a test, but is really useful.

* Redesigned the logic in ServerGameStateManager.

* Adds MetaDataComponent registration to the UnitTesting project.
2019-04-26 15:38:56 +02:00
SilverandGitHub 25926a17b7 Renames SS14.* to Robust.* (#793)
RobustToolbox projects should be named Robust.* 

This PR changes the RobustToolbox projects from SS14.* to Robust.*

Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable
2019-04-15 20:24:59 -06:00