RobustToolbox
RobustToolbox copied to clipboard
Robust multiplayer game engine, used by Space Station 14
On evac shuttle branch. I imagine when re-parenting old contacts aren't being cleared. ``` System.InvalidOperationException: The LinkedList node does not belong to current LinkedList. at System.Collections.Generic.LinkedList`1.ValidateNode(LinkedListNode`1 node) at System.Collections.Generic.LinkedList`1.Remove(LinkedListNode`1 node)...
Like most other Remove methods.
"Components" should be an invalid node (it should be "components") for entityprototype but the game runs fine and you need to run the linter to know something's bad. This also...
i.e. "GetComponentsInRange". Generally internally it should essentially check the component count for it and determine whether it's probably better to iterate every component or iterate all entities in range checking...
Being able to specify a Resource Pack with a fallback if a resource is not found would be very useful to any downstream fork, as well as enable a feature...
Currently moving on and off rotating grids mispredicts badly. this partly due to stuff fixed in #2932, and (apparently) partly because the client disables physics prediction for everything other than...
I used to think it was good but boy, the bugs I've been finding the past few days make me regret that call. See also https://github.com/space-wizards/RobustToolbox/issues/2918 
For when it happens next time 
Passes yaml linter all okay but then throws when trying to save a map. Checkout https://github.com/space-wizards/space-station-14/commit/8a75d8b03958c616ed0acae69cde91702ec4aba1 map a revolver and try to save
This leads to ghost arms shoving up and who knows what other issues. This should be fixed first before we start ensuring container contents are sent to specific entities. Steps...