* Cache physics transforms internally
3 main points to cache them for:
1. Contact updates
2. Physics Islands solving
3. GetWorldManifold (though this is primarily for ss14).
Whenever multi-threading is done it will need adjustments to make sure no race conditions on accessing the transforms dictionary
* Also cache position and angle for GetWorldAABB
* Fix boogs
* woops
* 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.
* Refactors EntityManager to not do any networking.
ServerEntityManager and ClientEntityManager now do the networking instead.
* Rename property for "backwards compat."
* Remove comented out code in robust server simulation
* Refactors MapManager to not do any networking.
Now, ServerMapManager and ClientMapManager handle any networking.
* it's christmas in april!
* Remove comented line
* Remove useless seal
* Fix incorrect semicolon
* Event is no longer overriden, has a protected Invoke method instead
* Split entity lookups from entitymanager
* Helps if you subscribe dingus
* Handle map changes
* Stacks instead
* Make mapchanges use a queue because it's probably better
Moves likely only care about the latest position
* IoC what you did there
* IoC refactor
* Minor optimisations
* Apply feedback
* My IQ dropped 3 sizes that day
* Rest of acruid's feedback
* final_no_actual commit
* enlightenment?
* Liftoff
* final_commit_v2_actual
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Adds the SoundSystem static proxy class for the AudioSystem.
Added a shared IAudioSystem interface for the future.
* Moved ConnectedClient property from IPlayerSession down to ICommonSession.
* Connected up the SoundSystem to the client/server AudioSystems.
* Converted client calls over to the new system.
* Marked the old serverside functions to play sound obsolete, use the new ones from the IAudioSystem.
* Added ISharedPlayerManager to the IoC registration.
* Moved IPauseManager from server to shared.
* Moved ITimerManager from Timers to Timing.
* Added missing IConsoleHost to server/client RegisterIoC. Tests work again.
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
* Renamed shared ICommand to IConsoleCommand.
* Lots of refactoring into a shared context.
* Removed ICommonSession from server concmd Execute.
* Added argStr parameter to concmd execute.
* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.
# Conflicts:
# Robust.Client/Console/Commands/Debug.cs
* Finally move shells and commands into shared.
* Console commands can now be registered directly without a class in a shared context.
* Pulled up ConsoleHost and Console shell into a shared context.
* Pulled up half the functions of ConsoleHost into a shared context.
* Repair rebase damage.
* Make LoadConsoleCommands function not remove any previously registered commands.
* add basis for debug drawing raycasts
* rays
* this was too much work
* i assumed you could do string object stuff. you cant.
* fixed a crash
* Greatly improved DebugDrawingManager code with a struct and list as opposed to dictionary
* change default ray debug color from green to magenta
* reviewed changes
* reviewed changes and adds network message to physicsmanager so it works without much user config