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