Singularity Fixes, Part 3 (#4105)
* Hopefully make singularity shader warping resolution-invariant This may or may not fix intensity issues * Fix singularity 'zero velocity' check It got stuck in a corner. Twice. I really thought I'd fixed that. * Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle * Changes to some machine prototypes to reduce duplication of collision changes (#1) * Changes to some machine prototypes to reduce duplication of collision changes * BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
This commit is contained in:
@@ -15,8 +15,9 @@
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.5, -0.5, 0.5, 0.5"
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# Using a circle here makes it a lot easier to pull it all the way from Cargo
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!type:PhysShapeCircle
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radius: 0.45
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mass: 25
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# Keep an eye on ParticlesProjectile when adjusting these
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layer:
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@@ -1,30 +1,12 @@
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- type: entity
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abstract: true
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id: BaseSmes
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parent: BaseMachine
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name: SMES
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description: A high-capacity superconducting magnetic energy storage (SMES) unit.
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placement:
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mode: SnapgridCenter
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components:
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb {}
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mass: 25
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mask:
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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layer:
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- Opaque
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: SnapGrid
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- type: Sprite
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netsync: false
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sprite: Constructible/Power/smes.rsi
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@@ -52,8 +34,6 @@
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- type: PowerSupplier
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- type: BatteryDischarger
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activeSupplyRate: 1000
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- type: Anchorable
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- type: Pullable
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- type: ClientEntitySpawner
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prototypes:
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- HVDummyWire
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@@ -61,30 +41,12 @@
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- type: entity
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abstract: true
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id: BaseSubstation
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parent: BaseMachine
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name: substation
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description: Reduces the voltage of electricity put into it.
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placement:
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mode: SnapgridCenter
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components:
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- type: Clickable
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- type: InteractionOutline
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb {}
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mass: 25
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mask:
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- Impassable
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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layer:
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- Opaque
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- MobImpassable
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- VaultImpassable
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- SmallImpassable
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- type: SnapGrid
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- type: Sprite
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sprite: Constructible/Power/substation.rsi
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layers:
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@@ -113,8 +75,6 @@
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voltage: Medium
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- type: BatteryDischarger
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activeSupplyRate: 1000
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- type: Anchorable
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- type: Pullable
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- type: ClientEntitySpawner
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prototypes:
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- HVDummyWire
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@@ -1,6 +1,6 @@
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- type: entity
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id: CloningPod
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parent: BaseMachine
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parent: BaseMachinePowered
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name: cloning pod
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description: A Cloning Pod. 50% reliable.
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components:
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@@ -1,6 +1,6 @@
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- type: entity
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id: MedicalScanner
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parent: BaseMachine
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parent: BaseMachinePowered
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name: medical scanner
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description: A bulky medical scanner.
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components:
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@@ -10,7 +10,8 @@
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb {}
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!type:PhysShapeAabb
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bounds: "-0.45, -0.45, 0.45, 0.45"
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mass: 50
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layer:
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- SmallImpassable
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@@ -34,7 +35,8 @@
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bodyType: Dynamic
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fixtures:
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- shape:
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!type:PhysShapeAabb {}
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!type:PhysShapeAabb
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bounds: "-0.45, -0.45, 0.45, 0.45"
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mass: 50
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layer:
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- SmallImpassable
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@@ -5,13 +5,12 @@
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components:
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- type: InteractionOutline
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- type: Anchorable
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- type: Pullable
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- type: PowerReceiver
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- type: Physics
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bodyType: Static
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fixtures:
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- shape:
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!type:PhysShapeAabb {}
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!type:PhysShapeAabb
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bounds: "-0.45, -0.45, 0.45, 0.45"
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mass: 25
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layer:
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- MobMask
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@@ -28,3 +27,11 @@
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behaviors:
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- !type:DoActsBehavior
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acts: ["Destruction"]
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- type: entity
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abstract: true
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parent: BaseMachine
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id: BaseMachinePowered
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components:
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- type: PowerReceiver
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@@ -2,13 +2,14 @@
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp vec2 positionInput;
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uniform highp vec2 renderScale;
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uniform highp float falloff;
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uniform highp float intensity;
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void fragment() {
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highp float distanceToCenter = length(FRAGCOORD.xy-positionInput);
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highp float distanceToCenter = length((FRAGCOORD.xy - positionInput) / renderScale);
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highp vec2 finalCoords = FRAGCOORD.xy - positionInput;
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highp float deformation = (pow(intensity, 2.0)*500.0) / pow(distanceToCenter, pow(falloff, 0.5));
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