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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@@ -7,36 +7,21 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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public class SingularitySystem : EntitySystem
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{
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private float curTimeSingulo;
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private float curTimePull;
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private float _accumulator;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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curTimeSingulo += frameTime;
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curTimePull += frameTime;
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_accumulator += frameTime;
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var shouldUpdate = curTimeSingulo >= 1f;
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var shouldPull = curTimePull >= 0.2f;
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if (!shouldUpdate && !shouldPull) return;
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var singulos = ComponentManager.EntityQuery<SingularityComponent>(true);
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if (curTimeSingulo >= 1f)
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while (_accumulator > 1.0f)
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{
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curTimeSingulo -= 1f;
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foreach (var singulo in singulos)
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{
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singulo.Update();
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}
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}
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_accumulator -= 1.0f;
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if (curTimePull >= 0.5f)
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{
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curTimePull -= 0.5f;
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foreach (var singulo in singulos)
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foreach (var singularity in ComponentManager.EntityQuery<SingularityComponent>())
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{
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singulo.PullUpdate();
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singularity.Update(1);
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}
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}
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}
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