* 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?