* Some stuff

* Fix NaN angular velocity

* Optimise a bit

* Give throwing a bit of a spin

* Reality can be whatever I want

* Biffing it

* Cleanup

* Update submodule

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-03-30 21:43:03 +11:00
committed by GitHub
parent 72292a98eb
commit d1e4bb0304
56 changed files with 286 additions and 246 deletions

View File

@@ -2,7 +2,6 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Sound;
using Content.Shared.Audio;
@@ -10,9 +9,7 @@ using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Tag;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Physics.Controllers;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
@@ -20,7 +17,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
@@ -90,7 +87,6 @@ namespace Content.Server.Physics.Controllers
{
physics = gridEntity.AddComponent<PhysicsComponent>();
physics.BodyStatus = BodyStatus.InAir;
physics.Mass = 1;
physics.CanCollide = true;
physics.AddFixture(new Fixture(physics, new PhysShapeGrid(grid)));
}