Mob collisions (#34580)
* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Mob collisions * impulses * Collision smoothing * Locked in * 30tps working * r * fixes * Best * Fixes + CVars * CVars in place * Pushies * Opt attempt 1 * Revert "Opt attempt 1" This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676. * Fix mispredicts * Ready-ish * better * Cleanup * Fix conveyor power mispredict * Forgetting to actually do deltas * Fix buckle pushes * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Revert bagel * Revert this * Bad parity * Working * Fixes * Woops * Doc comments * Pen cap cvar * StandingState cleanup and sub * Fix downed mobs * fish * client * Disable pushing on tests * More variables * Movement mods * Mass diff * 1 more tweak * Cvar
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@@ -14,12 +14,12 @@ public abstract partial class SharedMoverController
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private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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}
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private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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}
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/// <summary>
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@@ -42,7 +42,7 @@ public abstract partial class SharedMoverController
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{
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oldTarget.Source = EntityUid.Invalid;
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RemComp(component.RelayEntity, oldTarget);
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Physics.UpdateIsPredicted(component.RelayEntity);
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PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
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}
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var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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@@ -50,11 +50,11 @@ public abstract partial class SharedMoverController
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{
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oldRelay.RelayEntity = EntityUid.Invalid;
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RemComp(targetComp.Source, oldRelay);
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Physics.UpdateIsPredicted(targetComp.Source);
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PhysicsSystem.UpdateIsPredicted(targetComp.Source);
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}
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(relayEntity);
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PhysicsSystem.UpdateIsPredicted(uid);
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PhysicsSystem.UpdateIsPredicted(relayEntity);
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component.RelayEntity = relayEntity;
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targetComp.Source = uid;
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Dirty(uid, component);
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@@ -63,8 +63,8 @@ public abstract partial class SharedMoverController
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private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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@@ -78,8 +78,8 @@ public abstract partial class SharedMoverController
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private void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.Source);
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
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if (Timing.ApplyingState)
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return;
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