* 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.
* 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
* 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.
Grid collision rectangles are now drawn as a blue overlay in the CollisionOverlay debug view.
GridChunkPartition now also returns the bounding rectangle, which is a union of all the collision rectangles.
Each IPhysShape now handles it's own debug drawing with a new method, DebugDraw.