using Robust.Shared.Physics.Collision; using Robust.Shared.Physics.Dynamics.Contacts; namespace Robust.Shared.GameObjects { /// /// Only reason this exists is so we can avoid the message allocation when not needed. /// It's only useful for debugging and is kind of a perf sink. /// public abstract class SharedDebugPhysicsSystem : EntitySystem { public virtual void HandlePreSolve(Contact contact, in Manifold oldManifold) {} } }