* Deleting a map is now routed through MapComponent deletion.
* Remove map and grid deletions from map networking, just delete the entity if you want to remove the map.
* Moved the chunkSize property of created grids from the networked MapData to the MapGridComponent state.
* Remove unused IMapManager.DefaultMap property.
* Removed MapCreationTick field from MapManager.MapCollection.
* Removed _maps hashset field from MapManager.
* Removed CreatedMaps array from network MapData.
* MapGrid.ParentMapId is now derived from the bound TransformComponent, and isn't required in the MapGrid ctor.
Removed MapGrid.CreatedTick, it can be found on MapGridComponent.CreationTick.
* Remove a bunch of ApplyGameStatePre code duplication.
* Completely refactored CreateGrid.
* Adds AddComponentUninitialized to the ECS system. This allows you to access a component before it is initialized in a using block.
* Use AddComponentUninitialized to allocate a grid after the component is allocated.
* MapLoader now creates the grids after creating the map entities.
* Chunksize and TileSize properties are now actually read out of the map yaml.
TileSize has a public Setter.
* Minor cleanup.
* Moved grid allocation onto the MapGridComponent.
* Final Cleanup.
* Merge Fail.
* Fixed test, grid was getting deleted because it was empty.
* Remove DeletedChunkDatum from grid networking.
* ApplyMapGridState moved from map manager to the MapGridComponent.
* Obsoleted C# grid events from MapManager.GridCollection. Use the ECS EventBus events instead.
* Obsoleted C# events from MapManager.MapCollection. Use the ECS EventBus events instead.
* Reduce FindGridsIntersecting allocations
I love struct enumerators
* Do slightly smarter pooling in EntityViewCulling
Even more alloc reductions
* Forgot to re-add this pooling
* Fix missing chunks
* 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).
* 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
* 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.