* Save work.
* three billion tweaks
* Rune-aware parser.
* a
* all shedded out for the night
* a
* oogh
* Publicizes a lot of common generic commands, so custom toolshed envs can include them.
* Implement parsing for all number types.
* i think i might implode
* a
* Tests.
* a
* Enum parser test.
* do u like parsers
* oopls
* ug fixes
* Toolshed is approaching a non-insignificant part of the engine's size.
* Pool toolshed's tests, also type tests.
* bwa
* tests pass :yay:
* Update Robust.Shared/CVars.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* how did this not fail tests
* awa
* many levels of silly
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
It now includes the invalid hexcode argument.
Something in content kept getting these exceptions on prod and knowing the invalid argument would be very helpful when debugging these in the future.
* All IPhysShapes now expose a property to get the local AABB.
* Removed IMapChunk. It's internal, we only have 1 implementation in the engine, no need for abstraction, and removing it helps perf.
* Cleaned up issues in MapChunk file.
* Encapsulate _tiles access inside MapChunk.
* Remove IEnumerable<TileRef> from MapChunk.
* Remove CollidesWithChunk
* Move CalcWorldAABB and RegenerateCollision from MapChunk to MapGrid.
Remove MapChunk.GridId.
* Removed MapChunk.GetAllTiles
* Removed the terrible mocked unit tests.
* Moved the GetTileRef functions from MapChunk to MapGrid.
* Add an event raised on MapChunk when a tile is modified.
Completely remove the IMapGrid dependency from MapChunk.
* Fix bug where you cannot change the tile damage of a tile.