* Add UpdateVisibilityMask method
We tipped over to the point of systems stepping on each other's toes. Now we do the normal thing and just use the eventbus and it makes content a whole lot cleaner.
* Update resolve
* Update name in line with normal.
* Unserialize this
* weh
* Make PvsSystem consider offset and zoom from EyeComponent
* Just use PvsScale float
* float.IsFinite
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Co-authored-by: geraeumig <alfenos@proton.me>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* 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.
* 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.