Mob movement rewrite (#35931)
* 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 * Fix conveyor power mispredict * 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 * a * Reviewed * Funky re-save * Fix velocity * Table fix * Review * a
This commit is contained in:
@@ -32,7 +32,7 @@ namespace Content.Shared.Movement.Components
|
||||
/// <summary>
|
||||
/// Should our velocity be applied to our parent?
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("toParent")]
|
||||
[DataField]
|
||||
public bool ToParent = false;
|
||||
|
||||
public GameTick LastInputTick;
|
||||
@@ -43,6 +43,12 @@ namespace Content.Shared.Movement.Components
|
||||
|
||||
public MoveButtons HeldMoveButtons = MoveButtons.None;
|
||||
|
||||
// I don't know if we even need this networked? It's mostly so conveyors can calculate properly.
|
||||
/// <summary>
|
||||
/// Direction to move this tick.
|
||||
/// </summary>
|
||||
public Vector2 WishDir;
|
||||
|
||||
/// <summary>
|
||||
/// Entity our movement is relative to.
|
||||
/// </summary>
|
||||
@@ -65,7 +71,6 @@ namespace Content.Shared.Movement.Components
|
||||
/// If we traverse on / off a grid then set a timer to update our relative inputs.
|
||||
/// </summary>
|
||||
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public TimeSpan LerpTarget;
|
||||
|
||||
public const float LerpTime = 1.0f;
|
||||
|
||||
Reference in New Issue
Block a user