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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@@ -18,7 +18,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// The entity that threw <see cref="Thrown"/> and hit <see cref="Target"/>.
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/// </summary>
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public IEntity User { get; }
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public IEntity? User { get; }
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/// <summary>
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/// The entity thrown by <see cref="User"/> that hit <see cref="Target"/>
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@@ -29,14 +29,12 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// The entity hit with <see cref="Thrown"/> by <see cref="User"/>
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/// </summary>
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public IEntity Target { get; }
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public EntityCoordinates Location { get; }
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public ThrowCollideEventArgs(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
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public ThrowCollideEventArgs(IEntity? user, IEntity thrown, IEntity target)
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{
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User = user;
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Thrown = thrown;
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Target = target;
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Location = location;
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}
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}
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@@ -50,7 +48,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// The entity that threw <see cref="Thrown"/>.
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/// </summary>
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public IEntity User { get; }
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public IEntity? User { get; }
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/// <summary>
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/// The entity thrown by <see cref="User"/> that hit <see cref="Target"/>
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@@ -61,14 +59,12 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// The entity hit with <see cref="Thrown"/> by <see cref="User"/>
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/// </summary>
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public IEntity Target { get; }
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public EntityCoordinates Location { get; }
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public ThrowCollideMessage(IEntity user, IEntity thrown, IEntity target, EntityCoordinates location)
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public ThrowCollideMessage(IEntity? user, IEntity thrown, IEntity target)
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{
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User = user;
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Thrown = thrown;
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Target = target;
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Location = location;
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}
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}
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}
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