mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-03 02:27:08 +02:00
* Fix client-side input system not sending sequence numbers for input messages. This caused message ordering issues and keys getting stuck down. * Make sure EyeUpdateSystem runs after physics. * IGameTiming.TickFraction helper. * Subtick data for input commands. * Literally a unit test to verify that I wasn't going insane while debugging input message ordering issues. * More prediction logs behind net.predict. * Move physics to shared and run it on the client. * Synchronize grid gravity. * Fix ResetPredictedEntities crash when entities get deleted server-side. * Fix CollidableComponent setters not calling Dirty() * Fix going into space while predicting. * Watch window uses history line edit. * Fix unpredicted objects stuck-jittering. * VV tags for interp vars on transform. * Fix 0 mass objects on client. * Fix friction calculations being TPS dependent. * Reset predict flag on handelComponentState
21 lines
600 B
C#
21 lines
600 B
C#
using JetBrains.Annotations;
|
|
using Robust.Server.Interfaces.Timing;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.IoC;
|
|
using System.Linq;
|
|
|
|
namespace Robust.Server.GameObjects.EntitySystems
|
|
{
|
|
[UsedImplicitly]
|
|
public class PhysicsSystem : SharedPhysicsSystem
|
|
{
|
|
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
|
|
|
/// <inheritdoc />
|
|
public override void Update(float frameTime)
|
|
{
|
|
SimulateWorld(frameTime, RelevantEntities.Where(e => !e.Deleted && !_pauseManager.IsEntityPaused(e)).ToList());
|
|
}
|
|
}
|
|
}
|