Rework CollisionGroups (#7656)
* Replace Mob, Vault, and Small impassable with Mid, High, Low * Remove CollisionGroup.Underplating * Remove CollisionGroup.Passable * Fix constructed APCs not being interactable * Change firelocks to occlude * Make pipe inherit from BaseItem * Clean up pipes * Remove duplicate physics and fixtures from bucket * Rework CollisionGroups on all entities * Add SlipLayer * Remove fixture from delta * Fix maps * Address reviews * Add SubfloorMask * Fix glass collisions for flying mobs * Fix maps * Update new items * Fix bagel again * Fix slug * Fix maps * Touchups * Fix tables blocking high pressure movement * Update StandingState to allow going under flaps * Cleanup * More formatting
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@@ -17,11 +17,11 @@ namespace Content.Shared.Standing
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public bool Standing { get; set; } = true;
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/// <summary>
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/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
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/// collision mask.
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/// List of fixtures that had their collision mask changed when the entity was downed.
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/// Required for re-adding the collision mask.
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/// </summary>
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[DataField("vaultImpassableFixtures")]
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public List<string> VaultImpassableFixtures = new();
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[DataField("changedFixtures")]
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public List<string> ChangedFixtures = new();
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public override ComponentState GetComponentState()
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{
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