Physics (#3452)
* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -6,6 +6,7 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Suspicion
|
||||
{
|
||||
@@ -62,7 +63,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!ally.TryGetComponent(out IPhysicsComponent physics))
|
||||
if (!ally.TryGetComponent(out IPhysBody physics))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -82,7 +83,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
|
||||
continue;
|
||||
}
|
||||
|
||||
var worldBox = physics.WorldAABB;
|
||||
var worldBox = physics.GetWorldAABB();
|
||||
|
||||
// if not on screen, or too small, continue
|
||||
if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
|
||||
@@ -90,7 +91,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
|
||||
continue;
|
||||
}
|
||||
|
||||
var screenCoordinates = _eyeManager.WorldToScreen(physics.WorldAABB.TopLeft + (0, 0.5f));
|
||||
var screenCoordinates = _eyeManager.WorldToScreen(physics.GetWorldAABB().TopLeft + (0, 0.5f));
|
||||
DrawString(screen, _font, screenCoordinates, _traitorText, Color.OrangeRed);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user