This was like 1/3 of the frame spikes from PVS pop-in. The main benefit is just checking if the entity is anchored for grid traversal and the secondary was earlying-out handling component state if it's sent to nullspace.
* Obsoleted C# grid events from MapManager.GridCollection. Use the ECS EventBus events instead.
* Obsoleted C# events from MapManager.MapCollection. Use the ECS EventBus events instead.
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.
The issue is that currently moving around means any non-anchored entities have their positions updated to / from NaN. As you can imagine this is a performance nightmare for anything subscribing to it, especially considering it leads to the broadphase getting desynced for physics.
Realistically we need one of the alternatives Acruid has laid out because flooding the eventbus with NaNs will kill performance.
* Added unit tests for the new anchor system design.
* Amend ME!
* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.
* Allows setting Transform.Anchored in prototypes.
* Changing tile to empty under anchored ents unanchors them.
* More unit testing.
* Migrated transform gamestate tests to RobustServerSimulation.
* Fixed nasty off-by-one error when sending a full server state.
* Adds lifetime stages to Component.
* More test fixing.
* Review changes.
* Added new ComponentEventBus, combined it with IEventBus.
* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.
* Added entity create/delete events to IEntityManager.
* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.
* Component events are now just overloads of entity events.
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.
* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.
* Changed names from Component/Entity events to Directed/Broadcast.
* Fix bugs and 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.
* Defer MoveEvent out of TransformComponent.HandleComponentState
* Imports
* Make the update loop more readable and call ToArray
* Fix tests
* Fix tests HALLELUJAH