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