Bevy 0.17 Migration Final PR (#76)
* Get bevy 0.17 compiling and running (#72) * get bevy 0.17 compiling and running * try to fix CI breaking from const assertion for client/server features * fix `bin` -> `lib` for `shared` in CI * typo * fix some collider issues (#73) * Physics/controller improvements (#74) * trying to fix physics prediction * fixed prediction desync * substantial controller improvements * Finish off main bevy 0.17 migration (#75) * fix lookdir issues - airplane moving backwards - player model facing backwards - camera was technically backwards the whole time, and player models were facing the right way; camera is now facing forwards - firing without a target now respects lookdir * fix aim targeting * migrate to bevy_trenchbroom 0.10 crates release * fixed colliders not being adjusted out of worldspace * predict platforms to stop constant rollbacks while riding them * fix key/head drop visuals not working * Fix key/head drop random initial force * fixed static head drops duplicating * fix platform velocity inheritance * fix thrown projectiles not autorotating * fix inconsistent explosion animations * update avian3d to 0.4.1 * fix controller snapping to fixed angle upon switching heads * clean up commented code * fix broken physics positions * Clean comments, fix warnings (#77) * clean comments, fix warnings * fix missing import * steamworks 162 libs * fix mouselook --------- Co-authored-by: extrawurst <mail@rusticorn.com>
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@@ -1,6 +1,6 @@
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use crate::{GameState, global_observer, loading_assets::UIAssets, utils::billboards::Billboard};
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use bevy::prelude::*;
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use bevy_sprite3d::Sprite3d;
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use ops::sin;
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#[derive(Component, Reflect)]
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@@ -25,10 +25,9 @@ fn move_marker(mut query: Query<&mut Transform, With<TargetMarker>>, time: Res<T
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}
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fn marker_event(
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trigger: Trigger<MarkerEvent>,
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trigger: On<MarkerEvent>,
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mut commands: Commands,
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assets: Res<UIAssets>,
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mut sprite_params: Sprite3dParams,
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marker: Query<Entity, With<TargetMarker>>,
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) {
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for m in marker.iter() {
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@@ -45,14 +44,16 @@ fn marker_event(
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Billboard::All,
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TargetMarker,
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Transform::default(),
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Sprite3dBuilder {
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image: assets.head_selector.clone(),
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Sprite3d {
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pixels_per_metre: 30.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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}
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.bundle(&mut sprite_params),
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},
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Sprite {
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image: assets.head_selector.clone(),
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..default()
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},
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))
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.id();
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@@ -2,16 +2,12 @@ mod marker;
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mod target_ui;
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use crate::{
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GameState,
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head::ActiveHead,
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heads_database::HeadsDatabase,
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hitpoints::Hitpoints,
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physics_layers::GameLayer,
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player::{Player, PlayerBodyMesh},
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tb_entities::EnemySpawn,
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GameState, control::ControlState, head::ActiveHead, heads_database::HeadsDatabase,
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hitpoints::Hitpoints, physics_layers::GameLayer, player::Player, tb_entities::EnemySpawn,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use lightyear::prelude::input::native::ActionState;
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use marker::MarkerEvent;
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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@@ -74,20 +70,20 @@ fn head_change(
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fn update_player_aim(
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mut commands: Commands,
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potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
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player_rot: Query<(&Transform, &GlobalTransform), With<PlayerBodyMesh>>,
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mut player_aim: Query<(Entity, &AimState, &mut AimTarget, &Children), With<Player>>,
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mut player_aim: Query<
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(
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Entity,
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&AimState,
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&mut AimTarget,
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&GlobalTransform,
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&ActionState<ControlState>,
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),
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With<Player>,
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>,
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spatial_query: SpatialQuery,
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) {
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for (player, state, mut aim_target, children) in player_aim.iter_mut() {
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let player_rot_child = children
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.iter()
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.find(|&child| player_rot.contains(child))
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.expect("expected child with PlayerBodyMesh");
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let (player_pos, player_forward) = player_rot
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.get(player_rot_child)
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.map(|(t, global)| (global.translation(), t.forward()))
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.unwrap();
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for (player, state, mut aim_target, global_tf, actions) in player_aim.iter_mut() {
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let (player_pos, player_forward) = (global_tf.translation(), actions.look_dir);
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let mut new_target = None;
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let mut target_distance = f32::MAX;
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@@ -97,7 +93,7 @@ fn update_player_aim(
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continue;
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}
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let delta = player_pos - t.translation;
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let delta = t.translation - player_pos;
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let distance = delta.length();
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@@ -191,9 +187,9 @@ fn line_of_sight(
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) -> bool {
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if let Some(_hit) = spatial_query.cast_shape(
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&Collider::sphere(0.1),
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player_pos + -delta.normalize() + (Vec3::Y * 2.),
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player_pos + delta.normalize() + (Vec3::Y * 2.),
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Quat::default(),
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Dir3::new(-delta).unwrap(),
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Dir3::new(delta).unwrap(),
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&ShapeCastConfig {
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max_distance: distance * 0.98,
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compute_contact_on_penetration: false,
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