Make Saltern driveable (#4257)
* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
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@@ -100,7 +100,7 @@ namespace Content.Server.Singularity.Components
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var dirVec = direction.ToVec();
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var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
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var rawRayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
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var rawRayCastResults = EntitySystem.Get<SharedBroadphaseSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
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var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray();
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if(!rayCastResults.Any()) continue;
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