Included in the initial implementation is an entity browser which lists all entities in the client ECS, an entity component viewer which shows select components belonging to the selected entity including character state information, and a simple frame time graph.
This MR also includes an extraction of the animation hot reloading code which has been reused for egui to allow for hot-reloading of the egui interface to allow rapid development of the UI with realtime feedback upon save as is the case with aninmations. This is feature-gated behind the `hot-egui` feature which is not enabled by default due to the extra startup time that it adds.
- before we had a Clock that tried to average multiple ticks and predict the next sleep.
This system is massivly bugged.
a) We know exactly how long the busy time took, so we dont need to predict anything in the first place
b) Preduction was totally unrealistic after a single lag spike
c) When a very slow tick happens, we dont benefit from 10 fast ticks.
- Instead we just try to keep the tick time exact what we expect.
If we can't manage a constant tick time because we are to slow, the systems have to "catch" this via the `dt` anyway.