* 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

@@ -1,5 +1,6 @@
using System;
using Content.Shared.GameObjects.Components.Weapons;
using Content.Shared.Physics;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
@@ -31,18 +32,17 @@ namespace Content.Server.GameObjects.Components.Weapon
public static void FlashAreaHelper(IEntity source, float range, float duration, string sound = null)
{
foreach (var entity in IoCManager.Resolve<IEntityManager>().GetEntitiesInRange(source.Transform.Coordinates, range))
foreach (var entity in source.EntityManager.GetEntitiesInRange(source.Transform.Coordinates, range))
{
if (!source.InRangeUnobstructed(entity, range, popup: true))
continue;
if (!entity.TryGetComponent(out FlashableComponent flashable) ||
!source.InRangeUnobstructed(entity, range, CollisionGroup.Opaque)) continue;
if(entity.TryGetComponent(out FlashableComponent flashable))
flashable.Flash(duration);
flashable.Flash(duration);
}
if (!string.IsNullOrEmpty(sound))
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
EntitySystem.Get<AudioSystem>().PlayAtCoords(sound, source.Transform.Coordinates);
}
}
}