Skip to content

Player and Object Collision #6

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 2 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 3 additions & 3 deletions Content.Shared/Movement/Pulling/Systems/PullingSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -565,13 +565,13 @@ public bool TryStartPull(EntityUid pullerUid, EntityUid pullableUid,
{
// Joint startup
var union = _physics.GetHardAABB(pullerUid).Union(_physics.GetHardAABB(pullableUid, body: pullablePhysics));
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
var length = Math.Max(union.Size.X, union.Size.Y) * 0.65f;

var joint = _joints.CreateDistanceJoint(pullableUid, pullerUid, id: pullableComp.PullJointId);
joint.CollideConnected = false;
joint.CollideConnected = true;
// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
joint.MaxLength = Math.Max(1.0f, length);
joint.Length = length * 0.75f;
joint.Length = length * 0.65f;
joint.MinLength = 0f;
joint.Stiffness = 1f;

Expand Down
2 changes: 1 addition & 1 deletion Content.Shared/Physics/CollisionGroup.cs
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ public enum CollisionGroup

// Humanoids, etc.
MobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
MobLayer = Opaque | BulletImpassable,
MobLayer = Opaque | BulletImpassable | MidImpassable,
// Mice, drones
SmallMobMask = Impassable | LowImpassable,
SmallMobLayer = Opaque | BulletImpassable,
Expand Down
2 changes: 1 addition & 1 deletion Resources/Locale/ru-RU/store/uplink-catalog.ftl
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
uplink-emp-flashlight-name = Электромагнитный фонарик
uplink-emp-flashlight-desc = Замаскированное под фонарик устройство. При ударе выпускает ЭМИ, поражающий электрические устройства.

#Armor
# Armor
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Can you revert this change? Just ends up being easier to maintain upstream parity in general if we avoid things like this.

Copy link
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Yeah, it was giving me a red warning and being a shit

uplink-night-vision-name = Прибор ночного видения
uplink-night-vision-desc = Позволяет вам видеть в темноте, при этом выглядя как обычные солнцезащитные очки!

Expand Down
2 changes: 1 addition & 1 deletion Resources/Prototypes/Entities/Mobs/base.yml
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@
noRot: true
drawdepth: Mobs
- type: Physics
bodyType: KinematicController
bodyType: Dynamic
- type: Fixtures
fixtures:
fix1:
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@
bounds: "-0.25,-0.48,0.25,0.48"
density: 75
mask:
- MachineMask
- CrateMask
layer:
- MachineLayer
- type: EntityStorage
Expand Down
Loading