* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
* Fix dupe pulling
* Zumzum's based fix
* Don't run tile friction for non-predicted bodies
* Experimental pulling improvement
* Everything's a poly now
* Optimise AI region debugging a bit
Could still be better but should improve default performance a LOT
* Mover no updater
* Crazy kinematic body idea
* Good collisions
* KinematicController
* Fix aghost
* Throwing refactor
* Pushing cleanup
* Fix throwing and footstep sounds
* Frametime in ICollideBehavior
* Fix stuff
* Actually fix weightlessness
* Optimise collision behaviors a lot
* Make open lockers still collide with walls
* powwweeerrrrr
* Merge master proper
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Ch ch ch changesss
* SHIP IT
* Fix #if DEBUG
* Fix vaulting and item locker collision
* Fix throwing
* Editing yaml by hand what can go wrong
* on
* Last yaml fixes
* Okay now it's fixed
* Linter
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* Add test that puts all components on an entity and checks for no exceptions
Also fix all the exceptions that happened because of this
* Add comments to the test
* Fix nullable errors
* Fix more nullable errors
* More nullable error fixes
* Unignore basic actor component
* Fix more nullable errors
* NULLABLE ERROR
* Add string interpolation
* Merge if checks
* Remove redundant pragma warning disable 649
* Address reviews
* Remove null wrappers around TryGetComponent
* Merge conflict fixes
* APC battery component error fix
* Fix power test
* Fix atmos mapgrid usages
* Start adding flashy flash
* Change slop
Might give a smoother decline
* flashy flash
* Add flashbang and flash projectiles
Bang bang bang pull my flash trigger
* Add collision check to area flash
* Flash cleanupo
* flash.ogg mixed to mono
* Adjusted flash curve again
* Enhancing flashes with unshaded and lights and shit
Still a WIP
* Add the other ballistic gun types
Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.
* Re-merging branch with master
Also fixed some visualizer bugs
* Last cleanup
Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects
* Cleanup flashes for merge
Can put flashbangs in lockers so you don't get blinded
Fix some bugs
* Fix shotties
Also removed some redundant code
* Bulldoze some legacycode
brrrrrrrrt
* Fix clientignore warnings
* Add the other Stunnable types to StunnableProjectile
* Some gun refactoring
* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud
* Stop ThrowController from throwing
* Fix speed loader visuals
* Update hitscan collision mask and fix typo
* Cleanup
* Fit hitscan and flashbang collisions
* Use the new flags support
* Update taser placeholder description
* Update protonames per style guide
* Add yaml flag support for gun firerates
* Cleanup crew
* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors
* Wrong int you dolt
* Fix AI conflicts
Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).
* Mix bang.ogg from stereo to mono
* Make sure serializer's reading for guns
Fixes integration test
* Change EntitySystem calls to use the static function
Also removed the Pumpbarrel commented-out code
* Change StunnableProjectile defaults to 0
* Fix taser paralyse
Apparently removing defaults means you have to specify the values, whodathunkit
* Add slowdown to stunnableprojectiles and fix tasers
* Remove FlagsFor from gun components
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>