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:
@@ -19,17 +19,6 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
/// </summary>
|
||||
float CurrentSprintSpeed { get; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
|
||||
/// </summary>
|
||||
float CurrentPushSpeed { get; }
|
||||
|
||||
/// <summary>
|
||||
/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
|
||||
/// </summary>
|
||||
float GrabRange { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Is the entity Sprinting (running)?
|
||||
/// </summary>
|
||||
@@ -40,10 +29,6 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
/// </summary>
|
||||
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
|
||||
|
||||
EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
float StepSoundDistance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
|
||||
@@ -55,6 +40,5 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
|
||||
|
||||
void SetSprinting(ushort subTick, bool walking);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user