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
This commit is contained in:
Jacob Tong
2022-05-10 17:57:20 -07:00
committed by GitHub
parent 6617310ffa
commit 8c853476fb
141 changed files with 750 additions and 1533 deletions

View File

@@ -17,11 +17,11 @@ namespace Content.Shared.Standing
public bool Standing { get; set; } = true;
/// <summary>
/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
/// collision mask.
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
/// </summary>
[DataField("vaultImpassableFixtures")]
public List<string> VaultImpassableFixtures = new();
[DataField("changedFixtures")]
public List<string> ChangedFixtures = new();
public override ComponentState GetComponentState()
{