Make Saltern driveable (#4257)

* Broadphase refactor (content)

* Shuttle jank

* Fixes

* Testing jank

* Features and things

* Balance stuffsies

* AHHHHHHHHHHHHHHHH

* Mass and stuff working

* Fix drops

* Another balance pass

* Balance AGEN

* Add in stuff for rotating shuttles for debugging

* Nothing to see here

* Testbed stuffsies

* Fix some tests

* Fixen test

* Try fixing map

* Shuttle movement balance pass

* lasaggne

* Basic Helmsman console working

* Slight docking cleanup

* Helmsman requires power

* Basic shuttle test

* Stuff

* Fix computations

* Add shuttle console to saltern

* Rename helmsman to shuttleconsole

* Final stretch

* More tweaks

* Fix piloting prediction for now.
This commit is contained in:
metalgearsloth
2021-07-21 21:15:12 +10:00
committed by GitHub
parent 55087a6f16
commit 500b9cb1ea
44 changed files with 1042 additions and 1601 deletions

View File

@@ -39,7 +39,8 @@ namespace Content.Shared.Throwing
Logger.Error($"Tried to remove throwing fixture for {component.Owner} but none found?");
return;
}
physicsComponent.RemoveFixture(fixture);
Get<SharedBroadphaseSystem>().DestroyFixture(physicsComponent, fixture);
}
private void ThrowItem(EntityUid uid, ThrownItemComponent component, ThrownEvent args)
@@ -54,8 +55,7 @@ namespace Content.Shared.Throwing
}
var shape = physicsComponent.Fixtures[0].Shape;
var fixture = new Fixture(physicsComponent, shape) {CollisionLayer = (int) CollisionGroup.ThrownItem, Hard = false, ID = ThrowingFixture};
physicsComponent.AddFixture(fixture);
Get<SharedBroadphaseSystem>().CreateFixture(physicsComponent, new Fixture(physicsComponent, shape) {CollisionLayer = (int) CollisionGroup.ThrownItem, Hard = false, ID = ThrowingFixture});
}
private void HandleCollision(EntityUid uid, ThrownItemComponent component, StartCollideEvent args)