i still haven't actually tested any of this yet lol but in theory it should all work
i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next
ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
.query::<&LocalPlayer>()
.get_mut(ecs, player_entity)
.unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet
now it runs the schedule only when we get a tick or packet 😄
also i systemified some more functions and did other random fixes so az-world and az-physics compile
making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works
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
* add example generated metadata.rs
* metadata.rs codegen
* add the files
* add comment to top of metadata.rs
* avoid clone
* metadata
* defaults
* defaults
* fix metadata readers and writers
* fix bad bitmasks and ignore some clippy warnings in generated code
* add set_index function to entity metadatas
* applying metadata
* 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