`FirstGlobalIdentifier` is only used with the map to reference the tileset which contains the tile referenced. It isn't really part of the definition of a `TiledMapTileset` even though the `.TMX` format includes it with the `<tileset>` tag
Pulled out the methods for writing and reading the content files for tilesets into their own classes to allow loading tilesets independently from the maps.
Changed the reference of tileset textures so the `Texture2DContent` isn't referenced, but built into the file as tilesets don't reference the same texture more than once.
Adds the `Content` field to `TiledMapImageContent` to reference the `Texture2DContent` instead of manually loading the content with the `ContentManager`.
* Created unit test project for collisions.
* Started on tests
* Created unit test project for collisions.
* Started on tests
* Update collision test
* CollisionInfo docs
* More docs for CollisionGrid and Cell
* Fix obsolete warning for RectangleF.Intersect
* Summary for CollisionGrid and CollisionGridCell
* QuadTree collision implemented
- Ported from C++ from Game Physics Cookbook chapter 6, 2D Optimizations
* Small refactor for QuadTree naming
* First tests for QuadTree
* Fix test
* COde Cleanup
* Added DefaultMaxObjectsPerNode
* Add missed Query code
* Insert Tests and bugfix
* Fix bug with QuadTree.Shake
* Fix namespaces
* Query tests and fix
* Additional test for Query
* Initial QuadTreeCollision Component
* Basic collision demo working
* Spikey ball colliding with walls
* Improved the collision demo
* Update QuadTree
* Added comment for CollisionComponent
* Ignore test that needs fixed
* Rename QuadTree to Quadtree
* Fix penetration vector
* Update to 2.0 and xUnit
When I released #480 to fix some texture alignment issues, I failed to check the variable types for the math being done. With my original fix by removing the `+ 0.5f` overdraw, the math changed from `float` division to `int` division. I'm now recasting for `float` division as it should be!
My bad!!
When removing a `TextureRegion2D` from a `TextureAtlas`, referencing the `TextureRegion2D`s by index works, but referencing by name points to the old index. The only way I could think of making the current code work would be to rebuild the `Dictionary<string, int>` every time, or atleast the parts which are affected by the removal. Instead of rebuilding the internal `Dictionary<string, int> _regionMap` every time an entry is removed, I changed the signature to `Dictionary<string, TextureRegion2D>`. This eliminates the need to translate the name into a `List<TextureRegion2D>` index in the first place.
What do you guys think?