Changelog:
- Add new components: hitbox and hurtbox
- Update player and crates with hitbox and hurtbox
- Add printing of mempool stats
- FIX CRITICAL BUG: use entity idx when removing from component map
- Previously, it incorrectly uses the component idx
- Check for entity aliveness before removal and collision checks
- KWOWN ISSUE: Player can get stopped by metal crates when walking on
them
Changelog:
- Collision functions now accepts the entity idx to exclude
- Fix tile update system to enter ent idx as both key and value to
tile's entities set
- Re-Introduce regression:
- Player can walk across crates without them
- This is re-introduce by ground check only checking for solid bbox
- Without this, metal crates will sink into crates as they are not
considered on ground
- To properly solve this, need a hitbox on the player, which
requires a new component
Changelog:
- Zero out acceleration when colliding with solid tile or strong entities
- This is to prevent continuous overlap after a single collision
horizontally, similar to the gravity handling
Changelog:
- Check for collision before moving
- Refactor out collision check and move function
- Remove anchor check when shifting bbox as it is unneccesary
- Collision checking will check for tiles and entities
Changelog:
- Check for collision before shifting bbox
- This fix the odd bbox shifting when exiting water
- Hack a way to force crouch when exiting water
Changelog:
- Jump is not recovered when exiting water on ground. Fix by doing a
ground check to recover a jump when exiting water
- Disable crouching when not on ground
- Slightly refactor crouch handling
Changelog:
- Fix edge case where jumps are not recovered consistently when
exitting out of water and immediately landing
- Fix friction not applied to crates (and other entities)