Commit Graph

12 Commits

Author SHA1 Message Date
Aaron Kimbrell
da9ae3b3c4 feat(zone): don't spawn carver_only objects, keep them as walls
The client never loads a level object whose config has carver_only set (its
resource manager skips the load; LWOBasePhysComponent::LoadConfigData
0x00c495c9 reads the flag next to navmesh_carver), and live never sent one:
none of the 331 carver_only placements (mostly Crux Prime's trigger boxes)
shows up among the live constructions, where their zones' other objects do.
DLU spawned them as objects.

They are skipped now. The ones that carve the navmesh (53, in six zones,
among them the Avant Gardens Sentinel camp walls) still stop the server's movers: their shape
goes into the world's movement blockers without an object, owned by the
physics world (dpWorld::AddOwnedMovementBlocker) and freed when it shuts
down. None of them has a script, trigger or group.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 07:49:13 -05:00
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
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
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
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