Commit Graph

17 Commits

Author SHA1 Message Date
Aaron Kimbrell
175d2930b7 feat(physics): real sizes for the navmesh carvers the server didn't know
Walls whose asset shape the server doesn't know are left out of the movement
blockers (a stand in cube would be a guess), which left out every navmesh
carver in Robot City (hedges, hedge corners, potted bushes, greebles, robot
statues) and the Ninjago Monastery benches. Their sizes now come from the
client's own collision shapes (res/physics): the bounds of all of a shape's
parts, with the offset of the box from the object's position. The hedge
corner is an L, so its box also covers the inside of the corner.

The same bounds match two shapes the server already had (misc_phys_10x1x5:
10 x 5 x 1; Trigger_Rectangle_Box: 8 x 8 x 4).

CreatePhysicsEntity's shape lookup becomes CreateAssetShape, which needs no
component, for walls without an object.

Still unknown: the Ninjago Monastery cave's primitive model carver (a 77.6
cube whose origin, centre or base, isn't known).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 07:48:56 -05:00
Aaron Kimbrell
62f5f13846 feat(physics): simple and phantom physics objects register as movement blockers
A fixed simple physics object, or a phantom volume, that its data marks as a
wall for enemies (a navmesh carver, or solid with a group only enemies touch)
adds its shape to the world's movement blockers, and takes it out again when it
goes away. Only shapes the server knows are used; an unknown asset's stand in
cube would be a guess, so it is logged and left out.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:52:02 -05:00
Aaron Kimbrell
69ee6b0bc6 fix(physics): real shapes for the POI trigger wall and trigger rectangle box
The "Clear threat list Trigger Wall" names its physics test\POI_trigger_wall.hkx,
which the server only knew as env\POI_trigger_wall.hkx, so it got the 2x2x2
stand in cube and enemies walking past never touched it. Physics assets are now
also matched by file name, case blind, and the wall is its measured size
(1 x 12.98 x 20.45, base at its origin).

"Trigger Rectangle Box" (Trigger_Rectangle_Box.hkx, 8 x 8 x 4) gets its real
size too; it was a stand in cube as well.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:52:01 -05:00
Aaron Kimbrell
5d3c2e6f9a fix: filter physics volumes like the client's collision groups
Volumes on the server touched far more than in the client:

- An enemy's body in the physics world was a sphere the size of its aggro
  radius, so trigger and damage volumes caught enemies from far away
  (Cavalry Hill enemies taking damage on spawn). It is now the enemy's
  own radius and collision group from its physics component.
- Trigger volumes ignored their collision group and caught everything.
  dpEntity now filters with the client's collision filter
  (PeCollisionFilter, 1.10.64 0x00fb6940, group table from 0x00fcf9a0):
  POI walls ignore enemies, threat clearing walls ignore players, and
  so on. The aggro sensor keeps seeing only players.
- Rotated boxes were tested as the axis aligned box around them, which
  for a turned wall covers a big square (the AG survival boundary).
  Sphere and point tests now use the box's own axes.

Proximity monitors take an optional collision group like live's
SetProximityRadius; the AM shield generators use live's (10 finds
enemies, 1 finds players).

Fixes #1127
Refs #1971

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:54 -05:00
David Markowitz
35337291fa feat: debugger additions (#2013)
* feat: debugger additions

Add type field for links in flash
Add warning level for dangerous buttons
fix uninitialzied memory with jetpack variable
remove a bunch of duplicated position push code

tested that the ui is still functional and components with multiple physics components have all their details visible.
tested that jetpack is initialized now

* remove amf3 header

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* fixes

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-06-24 17:18:16 -05:00
David Markowitz
4ef9f43266 feat: make gm registration simpler and safer (#1932)
* gm registration re-work

* fix errors

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* remove duplicate message

* Remove duplicate function

* add null check

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-05-19 13:42:56 -05:00
David Markowitz
e8c0b3e6da feat: Add component ID to root component object (#1893) 2025-10-03 20:57:42 -05:00
David Markowitz
f6c13d9ee6 Replace Quaternion with glm math (#1868) 2025-09-06 19:18:03 -07:00
David Markowitz
ba964932b7 feat: debug for all physics components and fix inspect by ldf key (#1848) 2025-07-20 00:08:18 -05:00
David Markowitz
0f0d0a6dee optimizations (#1829) 2025-06-24 22:13:48 -05:00
David Markowitz
c855a6b9cf Remove added physics objects (#1727) 2025-01-12 14:03:35 -06:00
David Markowitz
900c9b6abe fix: add missing racing scripts (#1708) 2025-01-01 10:54:21 -08:00
David Markowitz
0f8c5b436d fix: implement enemy clear threat script (#1678)
* brother

* use some better logic
2024-12-15 23:44:57 -06:00
David Markowitz
2ca61c3e57 feat: Dragonmaw (#1562)
* rigid as heck

* abstract physics creation to separate function

* loading

Update FvRacePillarDServer.cpp

consolidate abcd pillar logic

modularization

Update SimplePhysicsComponent.cpp

Update EntityManager.cpp

Update MovingPlatformComponent.cpp

still need another pass

* geiser works

* columns working finally

* consolidate logic

* constiness

* Update PhantomPhysicsComponent.cpp

* Update PhysicsComponent.cpp

* revert testing code

* add versions info

---------

Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2024-05-10 09:22:26 -05:00
jadebenn
b261e63233 chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
jadebenn
a0d51e21ca refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)
* allow usage of NiPoint3 and NiQuaternion in constexpr context

* removed .cpp files entirely

* moving circular dependency circumvention stuff to an .inl file

* real world usage!!!!!

* reverting weird branch cross-pollination

* removing more weird branch cross-pollination

* remove comment

* added inverse header guard to inl file

* Update NiPoint3.inl

* trying different constructor syntax

* reorganize into .inl files for readability

* uncomment include

* moved non-constexpr definitions to cpp file

* moved static definitions back to inl files

* testing fix

* moved constants into seperate namespace

* Undo change in build-and-test.yml

* nodiscard
2024-01-29 01:53:12 -06:00
David Markowitz
ad003634f4 chore: Physics Component abstraction and addition of tests (#1159)
* Make serialize actually virtual

yep

* Abstract to PhysicsComponent

Move shared functionality of all physics related classes to a base class.

Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.

Tested that 2 players were able to see each other in the above scenarios just fine as well.

* Update PhantomPhysicsComponent.cpp

* Add SimplePhysicsTest

* Add construction test

* Update SimplePhysicsComponentTests.cpp

* remove flags and fix override

* Update VendorComponent.h
2023-10-09 15:19:38 -05:00