Accurate grid bounds (#2027)

* Fright night

* Shitty bounds working

* No more fixture leak

* Optimise TryFindGridAt

Should be O(1) now instead of the previous O(n) for number of fixtures

* ambush

* Merge stuffies

* Merge to master

* Fixes I guess

* Fix client sync

* Fix grid deserialization

* Jank test

* Fix deferral shitfuckery

* Optimise and remove

* Fixes

* Just werk dam u

* Optimisations

* Bunch of fixes

* FINALLY IT'S DONE

* Fixes

* Fix

* Comment
This commit is contained in:
metalgearsloth
2021-09-20 21:07:31 +10:00
committed by GitHub
parent ac21e24f33
commit 68576ace72
27 changed files with 414 additions and 427 deletions

View File

@@ -3,14 +3,19 @@ using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using NUnit.Framework;
using Robust.Client.GameObjects;
using Robust.Server.GameObjects;
using Robust.Server.Physics;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Reflection;
using Robust.Shared.Utility;
using GridFixtureSystem = Robust.Client.GameObjects.GridFixtureSystem;
namespace Robust.UnitTesting
{
@@ -68,7 +73,6 @@ namespace Robust.UnitTesting
// Required systems
var systems = IoCManager.Resolve<IEntitySystemManager>();
systems.LoadExtraSystemType<GridFixtureSystem>();
systems.Initialize();
var entMan = IoCManager.Resolve<IEntityManager>();
@@ -102,6 +106,11 @@ namespace Robust.UnitTesting
compFactory.RegisterClass<EntityLookupComponent>();
}
if (!compFactory.AllRegisteredTypes.Contains(typeof(SharedPhysicsMapComponent)))
{
compFactory.RegisterClass<PhysicsMapComponent>();
}
if(entMan.EventBus == null)
{
entMan.Startup();