+ notifying about sucessful kit application
+ notifying about case with insufficient space
+ handle case where you don't have enough free slots
+ handle quantity of non-stackable items
+ add test for items in kit manifest
* disallow_harm -> allow_harm to avoid negative reasoning since it mostly
requires double negation in code
* allow_harm -> may_harm to specify side-effect free
* inline `target_dodging` into struct declaration as they are named
anyway
* move `avoid_harm` check out of `Attack::apply_attack` so we don't need
to pass whole Player component.
* another cosmetic things
* Pets now teleport to their owner when they are too far away from them
* Limited the animals that can be tamed to `QuadrupedLow` and `QuadrupedSmall` to prevent players taming overly powerful creatures before the pet feature is further developed
* Added `Pet` component used to store pet information about an entity - currently only used to store the pet's database ID
* Added `pet` database table which stores a pet's `body_id` and `name`, alongside the `character_id` that it belongs to
* Replaced `HomeChunk` component with more flexible `Anchor` component which supports anchoring entities to other entities as well as chunks.
* rename LoadoutBuilder::new to LoadoutBuilder::empty
* remove LoadoutBuilder::default as Default makes no sense here
* move comments from template.ron to EntityConfig struct
* add FIXME comments to split EntityConfig into EntityBase and
EntityExtension
- Set the waypoint to the valid position after chunk load, so that respawns work.
- Search for the nearest valid surface before falling back to the top of the chunk, so that waypoints inside caves/buildings work.
* give large rtsim birds their default main tool which allows them to
use AI tactics
* force entities to fly on critical failing velocities to avoid suicide