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feat: implement TriggerArea component with Object Pool Manager #945
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a114ab1
feat: implement trigger area component
kuruk-mm 0767d86
add CL_PLAYER collision layer
kuruk-mm 3f56ce6
detect any entity also
kuruk-mm 6920cca
optimizations, and implement pooling
kuruk-mm e5eaaa0
add global object pool manager
kuruk-mm 533ed0d
refactor: apply clippy fixes and reduce log verbosity
kuruk-mm 74b2f01
refactor: use callback monitor
kuruk-mm 80ba58b
fix crash, check object is valid
kuruk-mm 5a533f5
fix panic
kuruk-mm 7a73e4c
feat: add remote avatar detection and scene-aware trigger areas
kuruk-mm cdb0f48
perf: optimize trigger area avatar scene detection
kuruk-mm 59dc0c3
refactor: simplify trigger area scene-awareness with physics enable/d…
kuruk-mm d5bc330
Merge remote-tracking branch 'origin/main' into feat/trigger-area
kuruk-mm 8fd54e4
fix: apply clippy match_ref_pats lint fix
kuruk-mm c9fe2f6
perf: use HashMap for pending trigger events by scene ID
kuruk-mm 04cbf33
fix: ignore AvatarShape entities in trigger area detection
kuruk-mm efff416
fix: disable trigger detection for AvatarShape (scene NPCs)
kuruk-mm cc500c2
refactor: simplify trigger detection for avatars
kuruk-mm f9dae0b
Merge branch 'main' into feat/trigger-area
kuruk-mm cfa7aa2
refactor: use explicit remove_trigger_detection() for AvatarShapes
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Question here: as far i understood we won't be setting up triggers for non-primary players nor npc avatar. should we comment this line?