Simulation input and Update() does not happen when prediction is disabled. Both of these can be re-opted in on a per-handler/system basis with a bool flag. Stuff like physics opts out of this now.
Now we only use the dictionary for storing entities, similar to components.
This means creating/deleting entities while enumerating them will throw, but that's probably fine since GetEntities() is barely used nowadays, and we have QueueDelete().
* 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.
* Refactors EntityManager to not do any networking.
ServerEntityManager and ClientEntityManager now do the networking instead.
* Rename property for "backwards compat."
* Remove comented out code in robust server simulation
* Split entity lookups from entitymanager
* Helps if you subscribe dingus
* Handle map changes
* Stacks instead
* Make mapchanges use a queue because it's probably better
Moves likely only care about the latest position
* IoC what you did there
* IoC refactor
* Minor optimisations
* Apply feedback
* My IQ dropped 3 sizes that day
* Rest of acruid's feedback
* final_no_actual commit
* enlightenment?
* Liftoff
* final_commit_v2_actual
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Adds barbones culling.
* Visibility culling and recursive parent ent additions.
DebugEntityNetView improvements.
Visibility moved from session to eyecomponent.
* Multiple viewport support.
* Perf improvements.
* Removed old netbubble system from ServerEntityManager.
Supports old NaN system for entities leaving view.
Supports old SendFullMap optimization for anchored, non-updating Entities.
* Fixes size of netView box.
* Remove empty EntityManager.Update method.
Switching ViewCulling back to PLINQ.
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
* Disable prediction for now
* Spans
* Fix ShapeTypes
* fixes
* ch ch changeesss
* Kinematic idea
* Prevent static bodies from waking
* Pass WorldAABB to MoveEvent
* Fix collisions
* manifold structs fucking WOOORRKKKINNGGG
* Better pushing
* Fix merge ickies
* Optimise MoveEvents
* Use event for collisions performance
* Fix content tests
* Do not research tests
* Fix most conflicts
* Paul's trying to kill me
* Maybe collisions work idk
* Make us whole again
* Smug is also trying to kill me
* nani
* shitty collisions
* Settling
* Do not research collisions
* SHIP IT
* Fix joints
* PVS moment
* Fix other assert
* Fix locker collisions
* serializable sleeptime
* Aether2D contacts
* Physics is no longer crashing (and burning)
* Add to the TODO list
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Added a basic server simulation framework for help with tests.
* Moved as much as possible to Robust.Shared/Containers.
Moved ContainerSlot from content to engine.
* Moved ClientContainer to shared.
* Merged client/server ContainerManagerComponents into a single shared version.
* ContainerManagerComponent is now implicitly registered with the attributes.
* Migrated to 2021 serialization technology.
* Existing Unit Tests work.
* More tests coverage.
Fixed bug with transferring items between containers.
* Container Type info is now sent over the network.
* Merge client/server container systems.
* Code cleanup.
* Attempted to fix dictionary serialization.
Logs warning when trying to check if an unknown GridId is paused.
* Remove OldCode.