* All IPhysShapes now expose a property to get the local AABB.
* Removed IMapChunk. It's internal, we only have 1 implementation in the engine, no need for abstraction, and removing it helps perf.
* Cleaned up issues in MapChunk file.
* Encapsulate _tiles access inside MapChunk.
* Remove IEnumerable<TileRef> from MapChunk.
* Remove CollidesWithChunk
* Move CalcWorldAABB and RegenerateCollision from MapChunk to MapGrid.
Remove MapChunk.GridId.
* Removed MapChunk.GetAllTiles
* Removed the terrible mocked unit tests.
* Moved the GetTileRef functions from MapChunk to MapGrid.
* Add an event raised on MapChunk when a tile is modified.
Completely remove the IMapGrid dependency from MapChunk.
* Fix bug where you cannot change the tile damage of a tile.
* Encapsulated existing _pausedMaps access in MapManager.Pause.
Added more unit tests.
* Moved the MapPaused flag from MapManager.Pause to MapComponent.
* Moved the MapPreInit flag from MapManager.Pause to MapComponent.
* Changed visibility so content can't access the flags directly.
* It's not the code that is wrong, it's the tests that are wrong!
* Removed completely obsolete bookkeeping event.
* 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
* Add support for grid chunk removals
Also allows grids to be removed when they have no more chunks remaining.
* No more crashing pog
* Slightly better
* Minor optimisations and fix bounds
* Avoid creating new chunks for anchoring
* chucky
* comment
* Tests
* Remove some logs
* Remove another log
* Review
* PVS is now aware of entity anchoring.
Misc PVS perf improvements.
* Fix master merge
* Optimise chunks intersecting
* Ensure anchored entity chunks are always sent
* Remove silly pool by me
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fix grid collisions
* Fix this silliness
* Add test for grid collisions
* Fix FlagSerializer not working with 1 << 31
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* MapManager now uses accurate bounds for grids
Instead of using the old WorldBounds (which was dirty for multiple reasons) it goes through physics instead using the actual fixtures attached to the grid.
* Fix nuke
* Test time
* AABB tests
* feex
* how is this failing aaa
* feex tests
* slightly better
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* ComponentNames are not sent over the network when components are created.
* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Change GetNetComponents to return both the component and the component NetId.
* Remove public usages of the Component.NetID property.
* Adds the NetIDAttribute that can be applied to components.
* Removed Component.NetID.
* Revert changes to GetComponentState and how prediction works.
* Adds component netID automatic generation.
* Modifies ClientConsoleHost so that commands can be called before Initialize().
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Fixing unit tests.
* Removed SnapGridOffset, there is only center now.
* SnapGridComponent methods are now static.
* Removed SnapGridComponent.OnPositionChanged.
* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.
* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.
* Static snapgrid methods on MapGrid are no longer static.
* Removed IMapGrid.SnapSize, it is now always equal to the IMapGrid.TileSize.
* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.
* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.
* Add some unit tests.
* SnapGridComponent now anchors itself in startup, instead of Initialize (sending directed events in init is an error).
* Adds barbones culling.
* Visibility culling and recursive parent ent additions.
DebugEntityNetView improvements.
Visibility moved from session to eyecomponent.
* Multiple viewport support.
* Perf improvements.
* Removed old netbubble system from ServerEntityManager.
Supports old NaN system for entities leaving view.
Supports old SendFullMap optimization for anchored, non-updating Entities.
* Fixes size of netView box.
* Remove empty EntityManager.Update method.
Switching ViewCulling back to PLINQ.
* Added new ComponentEventBus, combined it with IEventBus.
* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.
* Added entity create/delete events to IEntityManager.
* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.
* Component events are now just overloads of entity events.
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.
* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.
* Changed names from Component/Entity events to Directed/Broadcast.
* Fix bugs and unit tests.
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
* Disable prediction for now
* Spans
* Fix ShapeTypes
* fixes
* ch ch changeesss
* Kinematic idea
* Prevent static bodies from waking
* Pass WorldAABB to MoveEvent
* Fix collisions
* manifold structs fucking WOOORRKKKINNGGG
* Better pushing
* Fix merge ickies
* Optimise MoveEvents
* Use event for collisions performance
* Fix content tests
* Do not research tests
* Fix most conflicts
* Paul's trying to kill me
* Maybe collisions work idk
* Make us whole again
* Smug is also trying to kill me
* nani
* shitty collisions
* Settling
* Do not research collisions
* SHIP IT
* Fix joints
* PVS moment
* Fix other assert
* Fix locker collisions
* serializable sleeptime
* Aether2D contacts
* Physics is no longer crashing (and burning)
* Add to the TODO list
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>