Pathfinding is very much not done, but it works enough and I want to get this merged.
TODO: fast replanning, goals that aren't a single node, falling moves (it should be able to play the dropper), parkour moves
This PR removes all println statements and logs them on trace level instead. Normally, libraries shouldn't print to stdout using println, since there's no control over them.
* start adding shapes
* add more collision stuff
* DiscreteCubeMerger
* more mergers
* start adding BitSetDiscreteVoxelShape::join
* i love rust 😃😃😃
* r
* IT COMPILES????
* fix warning
* fix error
* fix more clippy issues
* add box_shape
* more shape stuff
* make DiscreteVoxelShape an enum
* Update shape.rs
* also make VoxelShape an enum
* implement BitSet::clear
* add more missing things
* it compiles
W
* start block shape codegen
* optimize shape codegen
* make az-block/blocks.rs look better (broken)
* almost new block macro
* make the codegen not generate 'type'
* try to fix
* work more on the blocks macro
* wait it compiles
* fix clippy issues
* shapes codegen works
* well it's almost working
* simplify some shape codegen
* enum type names are correct
* W it compiles
* cargo check no longer warns
* fix some clippy issues
* start making it so the shape impl is on BlockStates
* insane code
* new impl compiles
* fix wrong find_bits + TESTS PASS!
* add a test for slab collision
* fix clippy issues
* ok rust
* fix error that happens when on stairs
* add test for top slabs
* start adding join_is_not_empty
* add more to join_is_not_empty
* top slabs still don't work!!
* x..=0 doesn't work in rust 😃😃😃😃😃😃😃😃😃😃😃😃😃😃
* remove comment since i added more useful names
* remove some printlns
* fix walls in some configurations erroring
* fix some warnings
* change comment to \`\`\`ignore instead of \`\`\`no_run
* players are .6 wide not .8
* fix clippy's complaints
* i missed one clippy warning
* Put physics module in azalea-entity
* port aabb
* add more stuff to PositionXYZ
* azalea-physics
* important collision things
* more physics stuff
* backup because i'm about to delete shapes
* more shape stuff
* CubeVoxelShape
* no compile errors???
insane
* impl VoxelShape for ArrayVoxelShape
* Shapes stuff
* collide_x but it doesn't work yet
* binary_search
* it compiles
* Entity has bounding box
* Update discrete_voxel_shape.rs
* Entity::make_bounding_box
* ok i'm about to merge az-entity and az-world
might be a terrible idea which is why i'm committing first
* ok so i moved entity to world
* on_pos and move_entity compiles
* add send_position
* move collision stuff to collision module in az-physics
* dimension is no longer an Option
* start trying to do collision for the client
* collision works 🎉
* start adding palette resizing
* get_and_set (pain)
* it compiles but probably won't work
* add a test
* remove printlns
* add more tests for palette stuff
* ClientboundMoveVec3Packet -> ClientboundMoveEntityPosPacket
i think i changed this on accident once
* palette resizing works
todo: remove the printlns
* Remove printlns in palette.rs
* fix issues from merge
* fixes + work a bit more on physics
* Better entities (#19)
* well it compiles
* add tests to entity storage
* add suggestions in azalea-brigadier
* this probably causes ub
* fix brigadiersuggestions
* get rid of entityid
* test From<EntityMut> for EntityRef
* don't mention other libraries since there's too many
* fix warnings
* do todos in brigadier suggestions
* work on physics
* more physics stuff
* remove trait feature on az-block
i think rust gets confused and compiles the macro without the feature
* bump ahash
* aes tests in az-crypto
* optimize aes's deps
* fix crashes
* fix section_index for negative numbers and test
* fix BlockPos protocol implementation
* remove some debug prints
* prepare to add ai_step
* make ai step work
* clippy