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A compilation of simple one-line fixes (#5661)
* Fix warnings in SharedJointSystem * Fix reference to EC TransformComponent method Replaces call to TransformComponent.GetMapUid with SharedTransformSystem.GetMap * Fix obsolete calls in SharedPhysicsSystem.Contacts.cs Fixes a couple calls to obsolete varients of SetAwake and an obsolete call to RegenerateContacts by converting them to their Entity<T> varients * Fix obsolete call in SharedPhysicsSystem.Components.cs Adds one set of parenthesis to convert a 'uid, comp, comp, comp' call to an 'Entity<T, T, T> call. * Removes unused local var Removes an unused list of broadphases that was being allocated in TryCollideRect * One-line fixes in SharedPhysicsSystem.Islands.cs Fixes all of the easy warnings regarding physics island processing, the rest require more complicated changes than a simple argument rearrangement * Fix obsolete method call in SharedMapSystem * Fix a few obsolete ToMap calls in EntityLookup.Queries * Fix calls to obsolete EntityCoordinate methods in SharedMapSystem.Grids * Fix calls to obsolete EntityCoordinate methods in SharedLookupSystem.ComponentQueries * Fix a few obsolete method calls in entity spawning * Fix obsolete method calls in MapLoaderSystem * Fix obsolete method call in GridFixtureSystem * Fix obsolete IsMapInitialized call in SaveMap command * Fix obsolete MapPosition reference in Client.EyeSystem * Fix obsolete EntitySystem.Get<TSystem> references in DebugLightTreeSystem * Fix obsolete EntitySystem.Get<TSystem> reference in DebugEntityLookup command * Fix obsolete method calls in SpriteBoundsOverlay Slightly more complicated than the rest, but it's really just changing an unused dependency over to use SharedTransformSystem * Remove unused IClyde references from controls LineEdit and TextEdit never use their IClyde dependencies and it generates a warning so yeet * Remove use of EntitySystem.Get from lightbb command * Fix DebugDrawingSystem Removes a bunch of unused private IEntityManager vars Also removes an obsolete use of TransformComponent.GetWorldPositionRotation * Removes duplicate position set when splitting grids There's nothing saying why this is this way and the blame looks like it was an oversight when replacing a bit where they set position and then rotation Please, oh Chesterton's Fence, spare me your wrath * Fix obsolete method use in PlacementMode * Fix obsolete method use in Placement Modes * Removes unused local var in gamestate management * Fix unreachable code warnings in gamestate management Use #else sections to make sure they don't complain about being on the wrong side of a throw * Fix obsolete ToMap use in EyeManager * Make InputManager use a sawmill to log * Fix obsolete ContainerManagerComponent method calls in ContainerSystem * Make ClientPrototypeManager use a sawmill for logging * poke tests * Use LocalizedEntityCommands for SpriteBoundsOverlay toggle * Use LocalizedEntityCommands for system toggles --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -268,7 +268,6 @@ namespace Robust.Server.Physics
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newGrids[i] = newGridUid;
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// Keep same origin / velocity etc; this makes updating a lot faster and easier.
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_xformSystem.SetWorldPosition(newGridXform, gridPos);
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_xformSystem.SetWorldPositionRotation(newGridUid, gridPos, gridRot, newGridXform);
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var splitBody = _bodyQuery.GetComponent(newGridUid);
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_physics.SetLinearVelocity(newGridUid, mapBody.LinearVelocity, body: splitBody);
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