* 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.
* 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.
* 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
* 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
* Avoid unnecessary TransformComponent cast in PVS
Haven't profiled if it's faster but it supports EntityUid better so whenever we deprecate IEntity we would've had to do this anyway.
* Avoid unnecessary MapPosition call
LocalToChunkIndices already checks for this and saves the additional conversion from EC -> map -> EC again
* Doc fixes
* The real lookup flags
* Don't get anchored entities for PVS query
* Finish that implementation
* Immediate anchoring changes
* Woops some anchoring slippy
* Address review
* 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>
Don't need to check every chunk's bounds when you can just do dictionary lookups. Should be an okay bonus for PVS and grid rendering on larger grids. Didn't make tests yet because all of the existing ones are mocked and painful to change.
* 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>
* Added unit tests for the new anchor system design.
* Amend ME!
* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.
* Allows setting Transform.Anchored in prototypes.
* Changing tile to empty under anchored ents unanchors them.
* More unit testing.
* Migrated transform gamestate tests to RobustServerSimulation.
* Fixed nasty off-by-one error when sending a full server state.
* Adds lifetime stages to Component.
* More test fixing.
* Review changes.
* 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).
* 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.
* Added struct skeleton for EntityCoordinates.
* Polish EntityCoordinates, add tests, add EntityCoordinates to Transforms
* Doc cleanup
* Remove useless code
* Return offset 0 when you don't have a parent
* Test for making sure EntityCoordinates for entities without parents have offset 0
* Use parent transform's GridId for GetGridId.
* Adds various methods, checks and tests
* Replace GridCoordinates with EntityCoordinates
* EyeManager.WorldToScreen fix
* Address reviews
* Fix za buildo
* Fix one transform test
* Fix the remaining tests
* Remove duplicate
* Remove another merge duplicate
* Fix property
* Rename most usages of GridCoordinates to EntityCoordinates.
* Add WithEntityId method to EntityCoordinates.
* Fix EntityCoordinates usage in GetEntitiesInRange
* Remove cursed IMapGrid method, change naming.
* Makes GridTileLookupSystem use EntityCoordinates
Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>