* Allow component trees to be disabled
* forgot
* I'm pretty sure this wasn't working as intended
* also outdated
* reduce branches in QueueTreeUpdate
* remove update hashset
* try fix
* Use Entity<T> and add ray overloads
* Move InRangeUnoccluded to engine
* reduce code duplication
* move _initialized check
* release notes
Vector3, Vector4, Matrix4, and Quaternion are now gone. Use System.Numerics instead.
This commit is just replacing usages, cleaning up using declarations, and moving over the (couple) helpers that are actually important.
* Clean up all missing EntitySystem proxy method uses
* Restore comment
* Fix bad change that caused closure allocation
* tuple
* Revert "tuple"
This reverts commit 14581a40aa.
* Revert "Fix bad change that caused closure allocation"
This reverts commit 215b2559ed.
* Revert "Restore comment"
This reverts commit 4a47a36557.
* Revert "Clean up all missing EntitySystem proxy method uses"
This reverts commit 3b1fe4ce7f.
* Redo with improved code fixer.
Let's see how it fares this time
There's a parallel call in there that's only used when the island should be processed parallel internally. This isn't done for all islands, so allocating the closure in every case is a massive waste.
* 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
* Fix SharedJointSystem.CreateDistanceJoint taking in an int for minimumDistance instead of a float
* Fix SharedPhysicsSystem.CollideContacts looping contacts that are in nullspace
* Fix warnings in SharedJointSystem
* Fix reference to EC TransformComponent method
Replaces call to TransformComponent.GetMapUid with SharedTransformSystem.GetMap
* Fix obsolete calls in SharedPhysicsSystem.Contacts.cs
Fixes a couple calls to obsolete varients of SetAwake and an obsolete call to RegenerateContacts by converting them to their Entity<T> varients
* Fix obsolete call in SharedPhysicsSystem.Components.cs
Adds one set of parenthesis to convert a 'uid, comp, comp, comp' call to an 'Entity<T, T, T> call.
* Removes unused local var
Removes an unused list of broadphases that was being allocated in TryCollideRect
* One-line fixes in SharedPhysicsSystem.Islands.cs
Fixes all of the easy warnings regarding physics island processing, the rest require more complicated changes than a simple argument rearrangement
* Fix obsolete method call in SharedMapSystem
* Fix a few obsolete ToMap calls in EntityLookup.Queries
* Fix calls to obsolete EntityCoordinate methods in SharedMapSystem.Grids
* Fix calls to obsolete EntityCoordinate methods in SharedLookupSystem.ComponentQueries
* Fix a few obsolete method calls in entity spawning
* Fix obsolete method calls in MapLoaderSystem
* Fix obsolete method call in GridFixtureSystem
* Fix obsolete IsMapInitialized call in SaveMap command
* Fix obsolete MapPosition reference in Client.EyeSystem
* Fix obsolete EntitySystem.Get<TSystem> references in DebugLightTreeSystem
* Fix obsolete EntitySystem.Get<TSystem> reference in DebugEntityLookup command
* Fix obsolete method calls in SpriteBoundsOverlay
Slightly more complicated than the rest, but it's really just changing an unused dependency over to use SharedTransformSystem
* Remove unused IClyde references from controls
LineEdit and TextEdit never use their IClyde dependencies and it generates a warning so yeet
* Remove use of EntitySystem.Get from lightbb command
* Fix DebugDrawingSystem
Removes a bunch of unused private IEntityManager vars
Also removes an obsolete use of TransformComponent.GetWorldPositionRotation
* Removes duplicate position set when splitting grids
There's nothing saying why this is this way and the blame looks like it was an oversight when replacing a bit where they set position and then rotation
Please, oh Chesterton's Fence, spare me your wrath
* Fix obsolete method use in PlacementMode
* Fix obsolete method use in Placement Modes
* Removes unused local var in gamestate management
* Fix unreachable code warnings in gamestate management
Use #else sections to make sure they don't complain about being on the wrong side of a throw
* Fix obsolete ToMap use in EyeManager
* Make InputManager use a sawmill to log
* Fix obsolete ContainerManagerComponent method calls in ContainerSystem
* Make ClientPrototypeManager use a sawmill for logging
* poke tests
* Use LocalizedEntityCommands for SpriteBoundsOverlay toggle
* Use LocalizedEntityCommands for system toggles
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* FastPoly
* Inline polygon vertices
No more pooling, pooling bad. No more arrays in engine, only span.
I made a slim version that's only the 4 verts so no padding on it compared to Polygon. Slightly more clamplicated code but entitylookup + mapmanager are both hotpaths and it's easy to do. Memory usage will likely go up for now but heap allocations should drop significantly due to removing the pooling.
* Unhide these
* Fixes
* More fixes
* More fixes
* Avoid potential bomb