Collisiongroup tweaks (#8110)
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@@ -26,7 +26,7 @@ public enum CollisionGroup
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// 32 possible groups
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AllMask = -1,
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MobMask = Impassable | MidImpassable | LowImpassable,
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MobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
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MobLayer = Opaque | BulletImpassable,
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SmallMobMask = Impassable | LowImpassable,
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SmallMobLayer = Opaque | BulletImpassable,
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@@ -57,6 +57,7 @@ public enum CollisionGroup
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GlassLayer = Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
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HalfWallLayer = MidImpassable | LowImpassable,
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FullTileMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
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FullTileLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,
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SubfloorMask = Impassable | LowImpassable
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}
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@@ -48,8 +48,7 @@
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!type:PhysShapeAabb
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bounds: "-0.49,-0.49,0.49,0.49" # don't want this colliding with walls or they won't close
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mask:
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- Impassable
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- HighImpassable
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- TabletopMachineMask
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layer:
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- AirlockLayer
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- type: Door
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@@ -20,7 +20,7 @@
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id: brrt
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hard: false
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layer:
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- FullTileMask
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- FullTileLayer
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.49,-0.49,0.49,0.49"
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@@ -24,9 +24,9 @@
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!type:PhysShapeAabb
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bounds: "-0.25,-0.45,0.25,0.45"
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mask:
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- FullTileMask
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- MachineMask
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layer:
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- WallLayer
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- MachineLayer
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mass: 100
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- type: Destructible
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thresholds:
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@@ -13,7 +13,7 @@
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mask:
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- FullTileMask
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layer:
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- FullTileMask
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- WallLayer
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- type: InteractionOutline
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- type: Anchorable
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- type: Sprite
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@@ -50,7 +50,7 @@
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mask:
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- FullTileMask
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layer:
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- FullTileMask
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- GlassLayer
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- type: Transform
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anchored: true
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- type: Sprite
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@@ -18,7 +18,7 @@
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mask:
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- MachineMask
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layer:
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- FullTileMask
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- GlassAirlockLayer
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- type: InteractionOutline
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- type: Construction
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graph: Girder
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@@ -117,10 +117,10 @@
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!type:PhysShapeAabb
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bounds: "-0.49,-0.49,0.49,-0.3"
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mass: 50
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layer:
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- GlassLayer
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mask:
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- FullTileMask
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layer:
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- GlassLayer
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- type: Repairable
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- type: Damageable
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damageContainer: Inorganic
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