* Relative lookup fix
Some of the transforms weren't being transformed, added another test.
* test
* better test
* Reduce any-entities-intersecting tests
* Minor allocs reductions
Added a poly struct with the intention of replacing the existing one whenever I finish box2c port.
* fix merges
* Revert some stuff
* Poly tests
* Heavily optimise entitylookup
Previously I made it so MOST of entitylookup goes through the same 4 or 5 codepaths and uses shapes. The downside was some codepaths were made much slower in the process.
This fixes most of the going up and down lookups that some codepaths did. It should also be faster than the pre-shapes version because GetLocalPhysicsTransform is being used for the non-approx queries and most entities are parented directly to their broadphase.
* Tests and confidence
* code
* dang
* Add MapSystem.GetMapOrInvalid
This is effectively the same exact behavior as IMapManager.GetMapEntityId. Adding this so I don't have to consider whether warning fixes using MapSystem.GetMap() instead would change behavior.
* Warning fixes around IMapManager.GetMapEntityId
* Fix tests
* Make various ValueList enumerators use spans
* Remove reference to EntityEventBus.OrderedRegistration
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add entitylookup methods for parent / map
Content's done it a bunch so make it reusable.
* weh
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* 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