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>
This commit is contained in:
@@ -20,8 +20,8 @@ namespace Content.Shared.GameObjects.Components.Disposal
|
||||
|
||||
[ViewVariables]
|
||||
public bool Anchored =>
|
||||
!Owner.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
physics.Anchored;
|
||||
!Owner.TryGetComponent(out IPhysBody? physics) ||
|
||||
physics.BodyType == BodyType.Static;
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum Visuals
|
||||
@@ -166,7 +166,7 @@ namespace Content.Shared.GameObjects.Components.Disposal
|
||||
if (!Anchored)
|
||||
return false;
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
!physics.CanCollide)
|
||||
{
|
||||
if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) {
|
||||
|
||||
Reference in New Issue
Block a user