* 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>
This commit is contained in:
metalgearsloth
2021-03-08 04:09:59 +11:00
committed by GitHub
parent 217e8c0ba2
commit 4d064abcd7
237 changed files with 3365 additions and 2880 deletions

View File

@@ -1,11 +1,11 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameObjects.Components.Singularity
@@ -90,10 +90,12 @@ namespace Content.Server.GameObjects.Components.Singularity
/// <param name="toRepell">Entity to repell.</param>
public void TryRepell(IEntity repellFrom, IEntity toRepell)
{
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysicsComponent>(out var collidableComponent)) return;
// TODO: Fix this also it's fucking repel
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysBody>(out var collidableComponent)) return;
return;
var speed = 5;
var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
//var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
if (!CanRepell(toRepell))
{
@@ -106,22 +108,22 @@ namespace Content.Server.GameObjects.Components.Singularity
{
if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0)
{
containmentFieldRepellController.Repell(Direction.West, speed);
//containmentFieldRepellController.Repell(Direction.West, speed);
}
else
{
containmentFieldRepellController.Repell(Direction.East, speed);
//containmentFieldRepellController.Repell(Direction.East, speed);
}
}
else
{
if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0)
{
containmentFieldRepellController.Repell(Direction.South, speed);
//containmentFieldRepellController.Repell(Direction.South, speed);
}
else
{
containmentFieldRepellController.Repell(Direction.North, speed);
//containmentFieldRepellController.Repell(Direction.North, speed);
}
}