Make Saltern driveable (#4257)
* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
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@@ -46,7 +46,7 @@ namespace Content.Shared.Interaction
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predicate ??= _ => false;
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var ray = new CollisionRay(origin.Position, dir.Normalized, collisionMask);
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var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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var rayResults = Get<SharedBroadphaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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if (rayResults.Count == 0) return dir.Length;
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return (rayResults[0].HitPos - origin.Position).Length;
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@@ -122,7 +122,7 @@ namespace Content.Shared.Interaction
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predicate ??= _ => false;
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var ray = new CollisionRay(origin.Position, dir.Normalized, (int) collisionMask);
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var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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var rayResults = Get<SharedBroadphaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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if (rayResults.Count == 0) return true;
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