Samuel Keiffer
6e57380735
Merge branch 'sam/ability-pool-and-hotbar' into 'master'
...
Ability pool
See merge request veloren/veloren!2996
2021-11-12 05:11:12 +00:00
Sam
a288f9ee43
Addressed further review.
2021-11-11 22:37:37 -05:00
Sam
dfcb8c8519
Addressed review feedback.
2021-11-11 18:10:22 -05:00
Sam
a8bec0280c
Ability pool mostly functional.
2021-11-09 12:56:07 -05:00
Imbris
79afad626b
Merge branch 'socksonme/pushback_require_collider' into 'master'
...
Make the collider component be required for entity pushback
See merge request veloren/veloren!2954
2021-11-09 06:11:07 +00:00
Sam
41effe61d0
Being knocked out of item use or sprite interact states forces a poise state.
2021-10-29 19:24:40 -04:00
socksonme
2ef668a16c
removed unnecessary self
2021-10-29 15:23:49 +03:00
socksonme
42ed5c43f5
fixed code quality
2021-10-29 15:01:21 +03:00
socksonme
584e379e40
Removed beams and shockwaves from phys.rs
...
calc_z_limit doesn't use an Opyion anymore, construct_spacial_grid also doesn't check for beams or shockwaves, collider_other in apply_pushback is also required now and resolve_e2e_pushback also doesn't use Options anymore.
2021-10-29 09:43:01 +03:00
socksonme
052e09039a
Made the pushback cache require colliders
2021-10-19 15:05:30 +03:00
Bryant Deters
b2bd43f4d3
Sneak with weapons drawn
2021-10-18 14:53:55 -05:00
Imbris
aa1ffa9f61
Remove timings and commented code (separate from the previous commit so we can keep these notes in the git history), add potentially better version of the straight up/down case for to_horizontal as a comment for testing in the future, remove fine grained spans
2021-10-15 01:38:56 -04:00
Imbris
457ed6ac64
Remove per entity VecDeque's of events from character StateUpdate and instead pass in external Vecs that can be pushed to (saves significant time not allocating for VecDeque::new)
2021-10-15 01:23:00 -04:00
Imbris
d515b42eac
Improve efficiency of states::utils::handle_orientation by reducing the conversions between Ori/Dir less frequent and optimizing the conversion of Dir -> Ori, also added a method to compute the angle between two Ori so that they don't need to be converted to Dir
2021-10-15 01:23:00 -04:00
Imbris
4f6eb286e6
Remove dead commented code, updated changelog, commented profiling spans
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(but left in for easy reuse later), fix clippy complaint
2021-10-10 03:09:03 -04:00
Imbris
7f6ba90f59
simplify water/walls check code, interally iterate in chonks (but not
...
chunks)
2021-10-10 02:42:06 -04:00
Imbris
e7b92789f9
Refactor some of the terrain collision code, failed pre-emptive liquid check experiment
2021-10-10 02:42:06 -04:00
Imbris
8987f6128e
Do iteration check for snapping after checking the other conditions
2021-10-10 02:42:06 -04:00
Imbris
798e02b9e5
Convert water/walls check to the new iteration function
2021-10-10 02:42:06 -04:00
Imbris
59bd5b4acd
Initial iterator optimization by using internal iteration at the vol_grid level, water/walls not switched over yet
2021-10-10 02:42:06 -04:00
ubruntu
0e2808a8fd
Interactable campfires
2021-10-05 00:55:29 +00:00
Marcel
cea927efb6
Merge branch 'xMAC94x/update-toolchain' into 'master'
...
update toolchain to `nightly-2021-09-24`
See merge request veloren/veloren!2862
2021-09-26 19:25:02 +00:00
Sam
942376f88c
Made poise a float at interface of module.
2021-09-25 14:07:47 -04:00
Marcel Märtens
2a82405df2
update toolchain to nightly-2021-09-24
2021-09-24 23:18:07 +02:00
Sam
0e5e2b46f2
Changed energy to internally use an integer with a high resolution, and externally to use a float.
2021-09-23 14:11:09 -04:00
Joshua Barretto
a76496c339
Use previous position caches for airship collision detection
2021-09-17 22:34:28 +01:00
juliancoffee
19f0cf4ee5
Set z_min to 0 for terrain collision checks
...
This allows us have different z_min for e2e checks
2021-09-17 13:28:34 +03:00
juliancoffee
4e3fb87526
Adress review
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- Rename Collider::get_radius to bounding_radius
- Check origin difference in CapsulePrism with EPSILON * 10.0 instead of
magic 0.00001
- Add comments for closest_points, hardnened expression against NaNs
- Add comments to try_e2e_collision function, renamed to
resolve_e2e_collision, make it return whether collision was triggered.
- Remove Collider::Box (it is Cylinder, which is subset of CapsulePrism
with p0=p1=Vec2::zero())
2021-09-17 13:28:34 +03:00
juliancoffee
3dd6aa9dea
Implement capsule2capsule collisions
2021-09-17 13:28:34 +03:00
juliancoffee
fdb4b7111a
Fix bug with zero-pushback for bigger colliders
2021-09-17 13:28:34 +03:00
juliancoffee
c069a3523d
Fix beam offsets
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- Introduce notion of min and max radius for Body instead of old
`radius()` function (which is renamed to `max_radius()`).
2021-09-17 13:28:34 +03:00
juliancoffee
7d97fe7ec5
Fix colliding bugs
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- Make cylinder-like capsules prisms work without NaN in origin offsets.
Just return p0 as both origins instead of getting NaN by further
normalizing required because of how we rotate offsets.
- Fix pushback direction.
Make sure that pushback is calculated as our_pos - their_pos (and not
other way around).
- Fix colliding boundary detection.
Calculate center as Vec3::new(0, 0, height) and
not as `Vec3::new(0, height, 0)`.
2021-09-17 13:28:34 +03:00
juliancoffee
eeb3bec8ad
Refactor implementation of e2e collision
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+ Add some hopefully helpful comments
+ Extract colliding tries to separate function
+ Move to Capsule + Cylinder collider combination instead of Capsule +
Capsule.
2021-09-17 13:28:34 +03:00
juliancoffee
44962958d8
Adress feedback
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- Rewrite 2 * PI to TAU
- Some comment formatting
2021-09-17 13:28:34 +03:00
juliancoffee
6c3b61dc25
Implement CapsulePrism collisions
2021-09-17 13:28:34 +03:00
juliancoffee
7712976b86
Refactor box_voxel_collision function
2021-09-17 13:28:34 +03:00
juliancoffee
3b308a3f6f
Add CapsulePrism collider variant
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+ Add placeholder physics collision implementation as copy of cylinder
Box collider.
+ Display it with debug hitboxes.
2021-09-17 13:28:34 +03:00
Sam
99981338bb
Fixed exp fix mistake and fixed lava, campfire, and bomb damage.
2021-09-15 08:32:44 -04:00
Sam
3d31248ced
Fixed health ui in few places and xp scaling from health.
2021-09-14 10:55:14 -04:00
Sam
85f4e66337
Addressed MR 2824 comments
2021-09-10 15:20:14 -04:00
Sam
42012fddcb
Overhauled health component, making it a float to outer interfaces.
2021-09-09 00:10:17 -04:00
juliancoffee
338e81de10
Deduplicate pvp-checks
2021-09-03 17:28:34 +03:00
juliancoffee
6b0d016418
Don't forget about pets in PvP checks
2021-09-03 17:28:34 +03:00
Sam
44c3b0f153
Added attack hook event, attacks now cancel item use and sprite interaction.
2021-08-31 13:37:32 -04:00
Sam
538cb56b87
Sprites now go through a character state to be picked up.
2021-08-31 13:36:04 -04:00
Joshua Barretto
0b1a820762
Make arrows 'bonk' hanging sprites
2021-08-31 13:31:27 +01:00
Sam
7dcbd6aaf0
Renamed variable to make more explicit what it does.
2021-08-28 18:31:44 -04:00
Sam
0a648e2e8f
Fixed arrows dealing damage to entities if entity walked near arrow that stuck to terrain several seconds prior.
2021-08-26 19:00:28 -04:00
juliancoffee
c2247686db
Make is_mid_air use on_surface().is_none()
2021-08-13 23:16:38 +03:00
juliancoffee
a82f5ca057
Add comment about fragility of solution
2021-08-12 15:28:58 +03:00
juliancoffee
86b9e2d8e6
Make Fireballs explode EnsnaringVines
2021-08-12 01:25:55 +03:00
Illia Denysenko
0858279810
Gliding Debug Info
2021-08-07 13:19:58 +00:00
Joshua Barretto
665951946f
Fixed block snapping
2021-08-04 14:12:10 +01:00
juliancoffee
4766450258
Avoid negative bounds in harm checks
...
* disallow_harm -> allow_harm to avoid negative reasoning since it mostly
requires double negation in code
* allow_harm -> may_harm to specify side-effect free
2021-08-03 18:57:53 +03:00
juliancoffee
1efc3188ef
Refactor projectile system
2021-08-03 16:43:55 +03:00
juliancoffee
497a94cd7a
Post review refactoring
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* inline `target_dodging` into struct declaration as they are named
anyway
* move `avoid_harm` check out of `Attack::apply_attack` so we don't need
to pass whole Player component.
* another cosmetic things
2021-08-03 16:43:55 +03:00
juliancoffee
7413e7fd11
Prettify aura system
2021-08-03 16:43:55 +03:00
juliancoffee
61416faec3
Refactor Aura system, add avoid_harm flag
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+ fix bug where you cast OutOfGroup on yourself and your group
2021-08-03 16:42:58 +03:00
juliancoffee
c7fdb640ac
Cleaning
2021-08-03 16:42:58 +03:00
juliancoffee
7d4a8cbfa4
Add battle_mode server setting and player flag
2021-08-03 16:42:58 +03:00
Imbris
3ddbb0a5fb
Merge branch 'mohs/refactoring_character_behavior' into 'master'
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reducing complexity of character_behavior's run method by extracting logical pieces.
See merge request veloren/veloren!2697
2021-07-31 02:47:55 +00:00
Thomas Kosel
3735688e4c
changing <Sys> to Self to be a little more speaking and less riddles.
2021-07-29 23:14:46 +02:00
Thomas Kosel
005c33bb28
renaming methods to match the names of the methods called within
2021-07-29 22:55:58 +02:00
Thomas Kosel
0b07b14093
moving CharacterState interpreting methods to character_state.rs
2021-07-29 22:38:20 +02:00
Thomas Kosel
93045ba1ee
reducing complexity of character_behavior's run method by extracting logical pieces.
2021-07-29 20:09:31 +02:00
Imbris
01d1089a46
Add comment to physics and replace magic number in climbing boost with a named constant, fixes #1002
2021-07-29 03:11:44 -04:00
Thomas Kosel
c8527491cc
#918 reverting wrongly merged inventory related changes.
2021-07-28 21:13:09 +02:00
Thomas Kosel
acb7f5dc4b
#918 remove usages of .restrict_mut() from character_behavior.rs
2021-07-27 23:34:16 +02:00
Thomas Kosel
27f666622f
#918 remove usages of .restrict_mut() from mount.rs and stats.rs
2021-07-27 22:22:39 +02:00
Sam
f164d6036e
Made swapping equipped weapons a server event instead of being called in common to prevent server-client desyncs.
2021-07-25 18:30:17 -05:00
Joshua Barretto
199d56b1db
Fix block-hopping with strangely sized blocks
2021-07-25 20:03:17 +01:00
Dr. Dystopia
c577a7d677
Resolve unused '#[allow(clippy::while_let_on_iterator)]' error supressions
2021-07-24 20:04:52 +02:00
Imbris
d2b8a5a169
Fix check before calculating entity pushback, was causing a NaN and probably other bugs
2021-07-19 01:31:40 -04:00
Imbris
3e6fd0ee1d
Setup animation mount points for quadruped medium, update offsets in
...
common for new quadruped mediums, properly transform the offset in the
mount system using ori, fix issue with composing in the base ori with
the mounting bone ori in voxygen.
2021-07-18 15:09:36 -04:00
Imbris
b2bf83e200
Rework mounting animation so that full hierarchies of animation transforms can be applied to the mounter, factor out some common code in figure/mod.rs
2021-07-18 15:04:02 -04:00
Snowram
09cbb90f61
Make the mounter animations dependant of the mountee animation
2021-07-18 15:03:57 -04:00
Jonathan Berglin
b15f426ee5
Resolve all approved error supressions
2021-07-18 17:11:46 +00:00
Joshua Barretto
eade248e1f
Fixed handling of orientation changes for airships
2021-07-18 01:13:36 +01:00
Samuel Keiffer
f38cde9d40
Merge branch 'knightresspaladin/healing-aura' into 'master'
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Knightresspaladin/healing aura
See merge request veloren/veloren!2587
2021-07-16 21:32:03 +00:00
holychowders
f316f1da60
Make Guards Defend Villagers
2021-07-14 07:40:43 +00:00
Marcel Märtens
9b3b21f368
fix clippy warnings
2021-07-12 12:09:09 +02:00
Knightress Paladin
146f86be2c
Removed references to Healing Beam, which Healing Aura is replacing
2021-07-10 21:39:11 -07:00
swrup
02151417f2
fix melee hit_count increment
2021-07-09 16:17:51 +00:00
juliancoffee
c538a9696c
Use Food after Buildup
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+ Remove Saturation effect by rolling
+ Remove Saturation effect if interrupted with poise
+ Rename Potion to Drink, add ComplexFood
2021-07-05 10:56:29 +03:00
Sam
d8f68668b1
Addressed potential for divide by zero.
2021-07-04 22:00:13 -05:00
Sam
4ac9d9e0a5
Fix interaction of max health and max health over time buffs causing infinite health scaling.
2021-07-04 21:43:29 -05:00
Avi Weinstock
110aa17642
Fix underwater campfires.
2021-06-30 18:36:43 -04:00
Sam
8a9de26132
Food now applies buff at end of state.
...
Rolling and poise states now cancel the potion buff.
UseItem character state now checks that the item in the slot has the same item_definition_id as when the entity enters the state.
Rolling can no cancel item use.
Rolling now checks for move_dir instead of velocity.
2021-06-29 05:59:02 -05:00
Sam
3559ce5803
Added UseItem character state.
2021-06-29 05:59:02 -05:00
Sam
645cc60dc0
Balance tweaks.
2021-06-23 22:38:37 -05:00
Sam
aac24ad601
Added ensnared debuff icon.
2021-06-23 22:38:16 -05:00
Sam
0a32b676c8
Vines now ensnare you by applying a buff.
2021-06-23 22:38:16 -05:00
Sam
763461ebef
Ensnaring vines now ensnare you.
2021-06-23 22:38:16 -05:00
Sam
ed503236d6
Slightly functional sprite summon.
2021-06-23 22:38:16 -05:00
Dominik Broński
8356e2ffca
Merge branch 'aweinstock/lava' into 'master'
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Lava
See merge request veloren/veloren!2482
2021-06-21 20:49:44 +00:00
Joshua Barretto
e930ff6779
Sanitise controller inputs
2021-06-21 21:13:49 +01:00
Avi Weinstock
0f9181cbcb
Address MR 2482 comments.
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- Change lava density to 3x water density.
- Use `ServerEvent::Buff` instead of modifying the buff component directly.
- Revert commented-out changes to fluid shaders.
2021-06-20 11:32:05 -04:00
Avi Weinstock
f1a1160b80
Make lava solid w.r.t. rendering while still being liquid w.r.t. physics.
2021-06-19 16:52:21 -04:00
Avi Weinstock
2226a4c6a9
Add lava to caves, which sets you on fire if you swim in it. Currently requires uncommenting #define LAVA
in the shaders, and only looks good with cheap fluid mode.
2021-06-19 16:31:21 -04:00
Imbris
659b42e813
Remove tracy features that are no longer needed now that macros have been fixed
2021-06-19 04:27:50 -04:00
Joshua Barretto
46dfc119fb
Merge branch 'aweinstock/tighten_e2t' into 'master'
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Make e2t hitboxes tighter by checking the floating point coordinates before looking up voxels.
See merge request veloren/veloren!2460
2021-06-18 16:27:20 +00:00
Joshua Barretto
fb51fd3230
Emit sound from head
2021-06-16 17:23:22 +01:00
Joshua Barretto
0ef29a6989
VoiceKind for better sound effect specs
2021-06-16 17:23:22 +01:00
Joshua Barretto
559311e1b0
Chasing sounds
2021-06-16 17:23:22 +01:00
Avi Weinstock
96ffae4387
Address MR 2460 comments.
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- Switch from point query to AABB query to take into account block thickness.
2021-06-15 22:52:02 -04:00
Avi Weinstock
5e6363dbcc
Make e2t hitboxes tighter by checking the floating point coordinates before looking up voxels.
2021-06-15 21:29:29 -04:00
Snowram
3ba0500b90
Tornado summoning attack
2021-06-15 09:49:13 +02:00
Marcel
1b36f6cab3
Merge branch 'aweinstock/forcemove-no-pushback' into 'master'
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Don't apply e2e pushback during a forced movement character state.
See merge request veloren/veloren!2429
2021-06-14 14:42:01 +00:00
Avi Weinstock
1af9ac568f
Move force-movement e2e check so that it doesn't confer immunity to arrows.
2021-06-13 20:38:03 -04:00
Avi Weinstock
0e394029de
Mining skill tree.
2021-06-13 14:34:42 -04:00
Avi Weinstock
d02ff2db20
Don't apply e2e pushback during a forced movement character state.
2021-06-12 11:10:06 -04:00
Marcel Märtens
4167621f5d
Change the version number to 0.10
2021-06-12 10:14:07 +02:00
Marcel Märtens
7185dcee68
switch to hashbrown 0.11 and specs 0.16.2
2021-06-07 13:01:01 +02:00
Sam
0488b2fcd0
Adressed comments on energy and armor functions.
2021-06-07 11:06:25 +02:00
Sam
c3b834ec15
Max energy stat functional.
2021-06-07 10:58:37 +02:00
Sam
6790b71d53
Energy recovery stat functional.
2021-06-07 10:58:32 +02:00
Sam
c81e1534f7
First 3 abilities for tidal warrior functional. Added bubble particles.
2021-06-03 21:39:13 -05:00
Imbris
23eca4c3f6
Re-disable incremental just for common-systems, small fix in plugin
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crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
Imbris
48ebb10d50
Update toolchain
2021-05-31 20:44:57 -04:00
Samuel Keiffer
9637d874ab
Merge branch 'adam/frozen-debuff' into 'master'
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Frozen Debuff
See merge request veloren/veloren!2357
2021-05-30 22:39:11 +00:00
Adam Whitehurst
2e74348813
refactor: variable names
2021-05-30 13:40:25 -07:00
Adam Whitehurst
66cf4ab74c
fix: name
2021-05-30 12:56:26 -07:00
Ygor Souza
d890a58b93
Reset on_ceiling state
...
Previously, the on_ceiling state would remain true for the entire
lifetime of the entity after it touched the ceiling once.
2021-05-30 21:49:11 +02:00
Adam Whitehurst
eea7eead2e
wip: impl Stats::attack_speed_modifier
2021-05-30 09:40:11 -07:00
Avi Weinstock
d38db15411
Fixed entities with voxel colliders being off by one physics tick for collision.
2021-05-28 20:25:57 -04:00
James Melkonian
419cd2a5e4
Don't modify position in glide character state
2021-05-23 07:26:11 +00:00
Ludvig Böklin
46d1bb5f18
Adjusted masses; less excessive knockbacks; prevent loot shooting off
2021-05-22 17:56:13 +00:00
Sam
19926a2322
Swapping weapon sets is now functional. (Though very hacky?)
2021-05-15 15:16:39 -05:00
Sam
9173dca03f
Added equip slots for other weapons.
2021-05-15 15:16:37 -05:00
holychowders
d5f3ba77d4
Make NPCs Aware of Sound - See Issue #913
2021-05-15 19:36:27 +00:00
Marcel
7d5ca0e7bf
Revert "Merge branch 'snowram/hacky-mount' into 'master'"
...
This reverts merge request !2219
2021-05-14 13:43:20 +00:00
Snowram
e4f3064b8a
Collar can make QuadMeds mountable, state + offsets
2021-05-14 00:11:15 +02:00
James Melkonian
4d4bc132f4
Campfires can set things on fire and water puts it out
2021-05-13 05:34:51 +00:00
Avi Weinstock
7ec7540be4
Make projectiles function properly if they hit a wall in the same tick as an entity.
2021-05-07 23:20:57 -04:00
Avi Weinstock
e4cda4309e
Add DamageKind
, and make piercing damage partially ignore damage resistence.
...
- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
Daniel Mizerski
b34704ea3f
(Wiring) OnDeath
2021-05-05 19:08:18 +02:00
Samuel Keiffer
fb940ad27a
Merge branch 'sam/minotaur' into 'master'
...
Overhauled Minotaur
See merge request veloren/veloren!2193
2021-05-04 16:26:08 +00:00
Daniel Mizerski
f1681f465f
(Wiring) Change Sticky to be handled by physics (but with disabled force on it)
2021-05-04 17:33:42 +02:00
Sam
d1139c3b7c
Added frenzy ability to minotaur.
...
Added self-buff character state.
Added frenzied buff kind.
Added better comments on each buff kind.
2021-05-04 08:45:07 -04:00
Sam
160bd3ef0c
Crippling strike now functional. Crippled debuff added.
2021-05-04 08:45:05 -04:00
DaforLynx
7334cce426
Poise (stun) SFX and fix for town music
2021-04-29 23:36:22 +00:00
Synis
4e4818ca9e
Query spatial grid for beam and aura system
...
fmt
2021-04-29 14:23:02 +02:00
Ludvig Böklin
34660462e9
Glider physics
2021-04-27 14:41:48 +00:00
Sam
6848851dc3
Cleaned up tweaks in ui and allowed sfx choosing to scale to amount of sfx variants provided.
2021-04-25 13:09:10 -04:00
Sam
372eff2a02
Initial SCT implementation to display blocks.
2021-04-25 13:09:09 -04:00
Sam
288a6f3a82
Blocking now works if no weapon is equipped in main hand.
...
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
Sam
91c6288213
Melee weapons can now block.
2021-04-25 13:08:42 -04:00
Ygor Souza
71b8426592
Add basic distance check to shockwave hit test
...
Before checking if the entity hitbox intersects the shockwave shell, we
do a basic check that the entity is close enough to be hit, considering
its radius.
This fixes the unlimited vertical range problem, since the distance is
measured in 3D.
2021-04-24 03:09:45 +02:00
Ygor Souza
e59f1e8d28
Skip physics pass for arrows stuck on surfaces
...
This keeps the arrow velocity from changing, which is what was causing
the ProjectileHit outcome to be pushed multiple times for the same
arrow, since the outcome checks if the arrow velocity is above a given
threshold.
2021-04-22 23:03:04 +02:00
Imbris
51c0f8733c
Quick physics perf fix
2021-04-21 14:03:23 -04:00