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Broadphase refactor (#1848)
* Broadphase refactor * Stuff * Working * TODO * Changes * Which fucking madman came up with this shit * Known gud state * Kinda shitcodey but it works so fuck it doin it live * Shuttle jankiness * Refactor entitylookups to be 30% more based * Refactor gucci * Done? * Fix most tests * nothing suss * Vera single-handedly saving shuttles * fex * Fix renderingtreecomp for relativity * Fix IEntityLookup * Fixes * Testing jank please revert some of it before merging * Fix the remaining bugs * Fix crash * Fix grid physics initialization * Shuttle collisions working * Fixes * Fixes * Velocity on transfers * Velocity on parent change * Fixes * world angular velocity too * Slightly faster map velocities * showbb revert * Sketch grids kinda workin * Fix PVS contact crash * Cleanup gridfixture updates 0.1% * Grid fixtures * AAAAAAAAAAAAAAA * a * termp * Fixes * Test reversion reversion? * Tests * Fix Equals * Slight box2i cleanup * Better initializer * Fix merge issues * Shuttles go BRRT * Remove MoveProxy from DynamicTreeBroadphase * Optimise a shit tonne * Approx * fix showbb * clean * Slightly more optimised * My almonds are activating * Contact transform caching * Avoid duplicates * Typo * Logger * Jitter 1% better * Okay shit maybe that's not it. * Contact fixes * Move check thingy up front * Revert some jank caching * Contact filtering * Fix master merge * Test fixes * Re-fix MapLoaderTest * Use proxies instead * uhh wtf? * Woops * Fix collisions * Fix grid fixture generation * Fix deserializing * Tile window fix * Cleanup broadphase * Bit more cleanup Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -6,6 +6,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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namespace Robust.UnitTesting.Shared.Map
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@@ -21,7 +22,7 @@ namespace Robust.UnitTesting.Shared.Map
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var mock = new Mock<IEntitySystemManager>();
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var broady = new BroadPhaseSystem();
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var physics = new PhysicsSystem();
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mock.Setup(m => m.GetEntitySystem<SharedBroadPhaseSystem>()).Returns(broady);
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mock.Setup(m => m.GetEntitySystem<SharedBroadphaseSystem>()).Returns(broady);
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mock.Setup(m => m.GetEntitySystem<SharedPhysicsSystem>()).Returns(physics);
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IoCManager.RegisterInstance<IEntitySystemManager>(mock.Object, true);
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