rigid: main finding is rigid needs to take delta into account for integration (aka interpolation)
also used POINT_EPSILON for thresholds for consistency
for rigidshape/item/player, main finding was length calcs for the search area were all over the place,
so we now derive the extended length of the cached area based on the velocity and the object's radius itself rather than guessin per class
atrest gravity calc suplimental syncing between rigidshape and vehicle
**remindernote POINT_EPSILO is 0.0001
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
it's not in itself a force-injection, so we can just use the existing calcs (also. fix the exisitng calcs so slippling is properly cleared)
in addition, rigidshaeps shouldn't be trying to resolve collisions with things mounted to them any more than they should self-collide. it's a hard-locked relational association
based on https://github.com/TorqueGameEngines/Torque3D/pull/1165 and after further talks with @AtomicWalrus:
use the massbox or bounds box based mRigid.setObjectInertia method
to reduce recirulating, combine resolvecollision and resolvecontacts
clamp seperation force for contact resolution
gravity normalized to earth standard (9.8,not 20)
take delta-time into account *once* for kinetic energy vs gravity rest checks
and for debug purposes, expose mRigid.atRest to the inspector to see if it's truly at reast or grinding calcs to minimal effect
dragforce for rigidshapes and children defaulted to a value it's own debuggers won't complain about out of the gate
removed duplicate invalidation for flying vehicle sounds causing network instability
removed redundant hovervehicle vars
downshift the exposure of the entry to rigidshape so it and vehicles all have the button.
fix moving them after they've become atrest failing to apply gravity untill collided with or applyimpulse is called on them
de-duplicate vehicle networking in reguards to rigid body instance variable transmission
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
utilize specialty case soundarray macros.
slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
a) add more profiling for analysis
b)don't bother trying to update collision if we're set to imobility or not moving fast eough for even the contact velocity tolerance threshold to trip
c) updateforces and updateWheelParticles already trigger extendWheels(); . no need to do it a third time
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
1) got rid of evey class having it's own gravity
2) rigidshape inheritance simplifications
3) gravitymod from physicszones taking buoyancy into account natively (we still track raw bouyancy to cancel it out for player)
4) disableMove used throughout
5) items can now also be influenced by the appliedforce from physicszones
cleaned a few, but by no means all redundancies.
DO NOTE THE FOLLOWING:
ShapeBase::processTick(move);
ShapeBase::interpolateTick(dt);
to avoid side effects for now. properly those would be retooled down the line to be more inheritance-friendly.
- Con::executef now uses a template
- All public execution functions now restore the console stack upon return
- Fixed bad parameters on some callbacks
- Reverts get*Arg behavior