Files
RobustToolbox/Robust.Server/GameObjects/EntitySystems/PhysicsSystem.cs
T
Acruid c7f5521d2e Removed IsEntityPaused from the server component query, it was bugged and only about 1/5 of the entities on the map were actually processed in the collision system. This change causes a noticeable perf impact when starting the server and lasting until everything on the map goes to sleep.
BodyType is now serializable, fixes bug with VV.
Moved both velocity properties from ICollidableComponent to IPhysBody, added default methods to IPhysBody to get the word transform.
Added DebugTools.Break() method, calling it breaks execution in the attacked debugger.
Added VV attributes to various CollidableComponent properties.
2020-08-13 21:52:53 -07:00

27 lines
772 B
C#

using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
using System.Linq;
using Robust.Shared.GameObjects.Components;
namespace Robust.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class PhysicsSystem : SharedPhysicsSystem
{
[Dependency] private readonly IPauseManager _pauseManager = default!;
/// <inheritdoc />
public override void Update(float frameTime)
{
var collidableComponents = EntityManager.ComponentManager
.EntityQuery<ICollidableComponent>()
.ToList();
SimulateWorld(frameTime, collidableComponents, false);
}
}
}