Rework CollisionGroups (#7656)

* Replace Mob, Vault, and Small impassable with Mid, High, Low

* Remove CollisionGroup.Underplating

* Remove CollisionGroup.Passable

* Fix constructed APCs not being interactable

* Change firelocks to occlude

* Make pipe inherit from BaseItem

* Clean up pipes

* Remove duplicate physics and fixtures from bucket

* Rework CollisionGroups on all entities

* Add SlipLayer

* Remove fixture from delta

* Fix maps

* Address reviews

* Add SubfloorMask

* Fix glass collisions for flying mobs

* Fix maps

* Update new items

* Fix bagel again

* Fix slug

* Fix maps

* Touchups

* Fix tables blocking high pressure movement

* Update StandingState to allow going under flaps

* Cleanup

* More formatting
This commit is contained in:
Jacob Tong
2022-05-10 17:57:20 -07:00
committed by GitHub
parent 6617310ffa
commit 8c853476fb
141 changed files with 750 additions and 1533 deletions

View File

@@ -60,7 +60,7 @@ namespace Content.Server.Atmos.EntitySystems
{
foreach (var (_, fixture) in fixtures.Fixtures)
{
_physics.AddCollisionMask(fixtures, fixture, (int) CollisionGroup.VaultImpassable);
_physics.AddCollisionMask(fixtures, fixture, (int) CollisionGroup.TableLayer);
}
}
}
@@ -79,7 +79,7 @@ namespace Content.Server.Atmos.EntitySystems
foreach (var fixture in fixtures.Fixtures.Values)
{
_physics.RemoveCollisionMask(fixtures, fixture, (int) CollisionGroup.VaultImpassable);
_physics.RemoveCollisionMask(fixtures, fixture, (int) CollisionGroup.TableLayer);
}
// TODO: Make them dynamic type? Ehh but they still want movement so uhh make it non-predicted like weightless?