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Robust multiplayer game engine, used by Space Station 14

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# About This PR allows clients to execute Toolshed commands via the normal shell/`IConsoleHost`. The majority of this PR involves deduplicating some code from `ServerConsoleHost` and `ClientConsoleHost` and moving it...

S: Requires Content PR
A: Toolshed

You need to invoke the commands in highly specific orders to make sure they're really idle otherwise your code just explodes which isn't a super fun developer experience. I was...

A: Testing

Yup, making an RT PR. 😨 --- This is a *draft* PR to get some feedback on where the Prom exposure on the project currently is and how to encapsulate...

Catches some cases of audio ent fields being networked (they shouldn't be).

Adds a mirrored implementation of Byond's `Flick()` for AnimationPlayer. This is a function you can call from server or shared code to run a state's animation on a target layer....

1. Can't call from shared. 2. Not networked at all. 3. Callers have to manually stop / handle it for networking / prediction / in general. It should be seamless...

T: Refactor
D1: High
Holy Shit

We resolve them a fair bit so would save a lot I think. We could also remove the MapId ref and just use the MapComponent one directly probably.

Discord thread here https://discord.com/channels/310555209753690112/1361697552034037867 Essentially the issue is if the client predicts the entity, then interacts with it the server has no knowledge of the entity (and client can't predict...

Required by https://github.com/space-wizards/space-station-14/pull/36259

T: New Feature
A: Audio
S: Awaiting Changes

Currently toolshed will autogenerate command names from class names by just lowering all the characters. I.e., `CountLeadZerosCommand` becomes "countleadzeros". This PR changes that to use snake case (i.e., "count_lead_zeros", as...

S: Requires Content PR
A: Toolshed