* Replace PhysicsMapComponent
- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.
* stuff
* More work
* Purge
* Fixes
* Eh?
* Fixes
* Also this
* weh
* Fixes
* ice-cream
* Fix
* Fix stacking / gravity
* Gravity query
* MoveBuffer optimisations
* Fixes for test
* World gravity
* Fix build
* Avoid some transform resolves for contactless ents
* Less getcomps
* Fix contact caching
* Possibly less copies
* reh
* bulldoze
* Test "fix"
* seikrets
* a
* I saw this but now I decideded against it
* true
Just because an entity sleeps doesn't mean it's not touching necessarily. This causes client to mispredict against server and continuously fire collision events if we try to move into an entity.
Easiest way to reproduced is to walk into a locked airlock and watch it flicker constantly.
* Entitylookup approx / shape changes
- Make the shape queries respect the approx flag.
- Make everything use shape queries.
- Hopefully reduce some of the internal cruft.
- Add some new methods I need for trade station.
* Bunch of deduplication
* Remove some more duplication abuse
* Remove intersection duplication
* Bunch more cleanup
* MapManager rejig
* Fix some stuff
* More fixes
* Release notes
* Fix TryFindGrid
* Sensor check
* Fix query
* Fix map queries
* More cleanup
* Fix whatever this is.
* also dis
* Fix entity query
* Smol optimisations
* Also this
* Fix SetAwake()
* Remove bad debug assert
* EntityQuery & misc optimizations
* Remove bad(?) code, and add new test
* I love engine tests
* Add debug assert