* 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:
metalgearsloth
2021-03-01 03:11:29 +11:00
committed by GitHub
parent 9deee05279
commit 3e64fd56a1
211 changed files with 2602 additions and 2562 deletions

View File

@@ -17,6 +17,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
@@ -226,7 +227,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
private void ModifyComponents()
{
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysicsComponent>(out var physics))
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysBody>(out var physics))
{
if (Open)
{
@@ -252,10 +253,10 @@ namespace Content.Server.GameObjects.Components.Items.Storage
protected virtual bool AddToContents(IEntity entity)
{
if (entity == Owner) return false;
if (entity.TryGetComponent(out IPhysicsComponent? entityPhysicsComponent))
if (entity.TryGetComponent(out IPhysBody? entityPhysicsComponent))
{
if(MaxSize < entityPhysicsComponent.WorldAABB.Size.X
|| MaxSize < entityPhysicsComponent.WorldAABB.Size.Y)
if(MaxSize < entityPhysicsComponent.GetWorldAABB().Size.X
|| MaxSize < entityPhysicsComponent.GetWorldAABB().Size.Y)
{
return false;
}
@@ -285,7 +286,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
if(Contents.Remove(contained))
{
contained.Transform.WorldPosition = ContentsDumpPosition();
if (contained.TryGetComponent<IPhysicsComponent>(out var physics))
if (contained.TryGetComponent<IPhysBody>(out var physics))
{
physics.CanCollide = true;
}