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Undo gravity hack and set gravity to 1G again
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@ -764,8 +764,8 @@ impl Drag for Body {
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fn parasite_drag_coefficient(&self) -> f32 {
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// Scale modifier to reduce or increase drag as needed to give bodies reasonable
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// terminal velocities for the gravitational acceleration of this world
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// const SCALE_MODIFIER: f32 = 0.6; // if we can eventually have 1G
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const SCALE_MODIFIER: f32 = 1.1; // for 2.5G
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const SCALE_MODIFIER: f32 = 0.6; // if we can eventually have 1G
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// const SCALE_MODIFIER: f32 = 1.1; // for 2.5G
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// Reference area and drag coefficient assumes best-case scenario of the
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// orientation producing least amount of drag
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@ -2,7 +2,7 @@
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pub const MAX_PICKUP_RANGE: f32 = 8.0;
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pub const MAX_MOUNT_RANGE: f32 = 14.0;
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pub const GRAVITY: f32 = 25.0;
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pub const GRAVITY: f32 = 9.81;
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pub const FRIC_GROUND: f32 = 0.15;
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// Values for air taken from http://www-mdp.eng.cam.ac.uk/web/library/enginfo/aerothermal_dvd_only/aero/atmos/atmos.html
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@ -667,12 +667,6 @@ impl<'a> PhysicsData<'a> {
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// players into the floor when stationary if other systems cause the server
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// to lag (as observed in the 0.9 release party).
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let dt = DeltaTime(read.dt.0.min(0.1));
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// Hack. FIXME: Implement gravity magic proper and/or set GRAVITY to 9.81.
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let custom_gravity = character_state.and_then(|cs| match cs {
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CharacterState::Glide(_) => Some(9.81),
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_ => None,
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});
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match physics_state.in_fluid {
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None => {
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vel.0.z -= dt.0 * GRAVITY;
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@ -687,7 +681,7 @@ impl<'a> PhysicsData<'a> {
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density,
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mass,
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&fluid,
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custom_gravity.unwrap_or(GRAVITY),
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GRAVITY,
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);
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},
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}
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