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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@@ -8,6 +8,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -137,7 +138,7 @@ namespace Content.Server.GameObjects.EntitySystems
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// Determine if the solar panel is occluded, and zero out coverage if so.
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// FIXME: The "Opaque" collision group doesn't seem to work right now.
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var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque);
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
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var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
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if (rayCastResults.Any())
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coverage = 0;
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}
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