Update b2dynamictree (#30630)
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@@ -44,7 +44,7 @@ namespace Content.Benchmarks
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for (var i = 0; i < Aabbs1.Length; i++)
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for (var i = 0; i < Aabbs1.Length; i++)
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{
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{
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var aabb = Aabbs1[i];
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var aabb = Aabbs1[i];
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_b2Tree.CreateProxy(aabb, i);
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_b2Tree.CreateProxy(aabb, uint.MaxValue, i);
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_tree.Add(i);
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_tree.Add(i);
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}
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}
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}
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}
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@@ -54,6 +54,9 @@ public sealed class CraftingTests : InteractionTest
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await CraftItem(Spear);
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await CraftItem(Spear);
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await FindEntity(Spear);
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await FindEntity(Spear);
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// Reset target because entitylookup will dump this.
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Target = null;
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// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
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// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
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// Spear and left over stacks should be on the floor.
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// Spear and left over stacks should be on the floor.
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await AssertEntityLookup((Rod, 2), (Cable, 7), (ShardGlass, 2), (Spear, 1));
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await AssertEntityLookup((Rod, 2), (Cable, 7), (ShardGlass, 2), (Spear, 1));
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@@ -62,7 +62,10 @@ public abstract partial class InteractionTest
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// Please someone purge async construction code
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// Please someone purge async construction code
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Task<bool> task = default!;
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Task<bool> task = default!;
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await Server.WaitPost(() => task = SConstruction.TryStartItemConstruction(prototype, SEntMan.GetEntity(Player)));
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await Server.WaitPost(() =>
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{
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task = SConstruction.TryStartItemConstruction(prototype, SEntMan.GetEntity(Player));
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});
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Task? tickTask = null;
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Task? tickTask = null;
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while (!task.IsCompleted)
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while (!task.IsCompleted)
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