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>
This commit is contained in:
PROMETHIA-27
2025-11-15 09:16:38 -05:00
committed by GitHub
parent ad1b7446e1
commit b83e506a4d
75 changed files with 2514 additions and 1831 deletions

View File

@@ -10,7 +10,7 @@ use crate::{
backpack::{Backpack, backpack_ui::BackpackUiState},
camera::{CameraArmRotation, CameraTarget},
cash::CashResource,
character::{self, AnimatedCharacter},
character::{AnimatedCharacter, HedzCharacter},
control::{
ControlState, ControllerSettings,
controller_common::{MovementSpeedFactor, PlayerCharacterController},
@@ -23,10 +23,13 @@ use crate::{
platforms::ActivePlatform,
player::{Player, PlayerBodyMesh},
protocol::channels::UnorderedReliableChannel,
utils::triggers::TriggerAppExt,
utils::{
auto_rotate::AutoRotation, billboards::Billboard, squish_animation::SquishAnimation,
triggers::TriggerAppExt,
},
};
use avian3d::prelude::{AngularVelocity, CollisionLayers, LinearVelocity};
use bevy::prelude::*;
use avian3d::prelude::{AngularVelocity, CollisionLayers, LinearVelocity, Position, Rotation};
use bevy::{platform::collections::HashMap, prelude::*};
pub use components::*;
pub use events::*;
use happy_feet::{
@@ -38,17 +41,23 @@ use happy_feet::{
};
use lightyear::prelude::{
AppChannelExt, AppComponentExt, AppMessageExt, AppTriggerExt, ChannelMode, ChannelSettings,
NetworkDirection, PredictionMode, PredictionRegistrationExt, ReliableSettings,
ComponentReplicationConfig, Confirmed, ConfirmedTick, InterpolationRegistrationExt,
NetworkDirection, PredictionHistory, PredictionRegistrationExt, ReliableSettings,
input::native::InputPlugin,
};
use lightyear_serde::{
SerializationError, reader::ReadInteger, registry::SerializeFns, writer::WriteInteger,
};
use std::{collections::HashMap, time::Duration};
use std::time::Duration;
pub fn plugin(app: &mut App) {
app.add_plugins(InputPlugin::<ControlState>::default());
app.register_type::<ConfirmedTick>();
app.register_type::<Confirmed<Position>>();
app.register_type::<Confirmed<Rotation>>();
app.register_type::<PredictionHistory<Position>>();
app.register_type::<PlayerId>();
app.register_type::<TbMapEntityId>();
app.register_type::<TbMapIdCounter>();
@@ -64,9 +73,9 @@ pub fn plugin(app: &mut App) {
})
.add_direction(NetworkDirection::Bidirectional);
app.add_message::<messages::DespawnTbMapEntity>()
app.register_message::<messages::DespawnTbMapEntity>()
.add_direction(NetworkDirection::ServerToClient);
app.add_message::<messages::AssignClientPlayer>()
app.register_message::<messages::AssignClientPlayer>()
.add_direction(NetworkDirection::ServerToClient);
app.register_component::<components::GltfSceneRoot>();
@@ -75,39 +84,69 @@ pub fn plugin(app: &mut App) {
app.register_component::<ActiveHead>();
app.register_component::<ActiveHeads>();
app.register_component::<ActivePlatform>();
app.register_component::<AngularVelocity>();
app.register_component::<AnimatedCharacter>();
app.register_component::<AnimationFlags>();
app.register_component::<AutoRotation>()
.with_replication_config(ComponentReplicationConfig {
replicate_once: true,
..default()
});
app.register_component::<Backpack>();
app.register_component::<BackpackUiState>();
app.register_component::<Billboard>();
app.register_component::<CameraArmRotation>();
app.register_component::<CameraTarget>();
app.register_component::<CashResource>();
app.register_component::<happy_feet::prelude::Character>();
app.register_component::<character::HedzCharacter>();
app.register_component::<HedzCharacter>();
app.register_component::<Healing>();
app.register_component::<Hitpoints>();
app.register_component::<Name>();
app.register_component::<Player>();
app.register_component::<PlayerBodyMesh>()
.with_replication_config(ComponentReplicationConfig {
replicate_once: true,
..default()
});
app.register_component::<SquishAnimation>();
// Physics
app.register_component::<AngularVelocity>()
.add_prediction()
.add_should_rollback(|this, that| this.0.distance_squared(that.0) >= 0.01f32.powf(2.0));
app.register_component::<CollisionLayers>();
app.register_component::<LinearVelocity>()
.add_prediction()
.add_should_rollback(|this, that| this.0.distance_squared(that.0) >= 0.01f32.powf(2.0));
app.register_component::<Position>()
.add_prediction()
.add_should_rollback(|this, that| this.0.distance_squared(that.0) >= 0.01f32.powf(2.0))
.add_linear_correction_fn()
.add_linear_interpolation();
app.register_component::<Rotation>()
.add_prediction()
.add_should_rollback(|this, that| this.angle_between(*that) >= 0.01)
.add_linear_correction_fn()
.add_linear_interpolation();
// Controller
app.register_component::<CharacterDrag>();
app.register_component::<CharacterGravity>();
app.register_component::<CharacterMovement>();
app.register_component::<CollisionLayers>();
app.register_component::<ControllerSettings>();
app.register_component::<GroundFriction>();
app.register_component::<Grounding>();
app.register_component::<GroundingConfig>();
app.register_component::<GroundingState>();
app.register_component::<Healing>();
app.register_component::<Hitpoints>();
app.register_component::<KinematicVelocity>();
app.register_component::<LinearVelocity>();
app.register_component::<MoveInput>();
app.register_component::<MovementSpeedFactor>();
app.register_component::<Name>();
app.register_component::<Player>();
app.register_component::<PlayerBodyMesh>();
app.register_component::<PlayerCharacterController>();
app.register_component::<PlayerCharacterController>()
.with_replication_config(ComponentReplicationConfig {
replicate_once: true,
..default()
});
app.register_component::<SteppingConfig>();
app.register_component::<Transform>()
.add_prediction(PredictionMode::Full)
.add_should_rollback(transform_should_rollback);
app.register_component::<UiActiveHeads>();
// `Visibility` isn't `(De)Serialize`, so we have to provide custom serde for it.
app.register_component_custom_serde::<Visibility>(SerializeFns {
@@ -123,13 +162,13 @@ pub fn plugin(app: &mut App) {
},
});
app.replicate_trigger::<BuildExplosionSprite, UnorderedReliableChannel>();
app.replicate_trigger::<StartCutscene, UnorderedReliableChannel>();
app.replicate_event::<BuildExplosionSprite, UnorderedReliableChannel>();
app.replicate_event::<StartCutscene, UnorderedReliableChannel>();
app.replicate_trigger::<events::ClientHeadChanged, UnorderedReliableChannel>();
app.replicate_trigger::<events::PlaySound, UnorderedReliableChannel>();
app.replicate_event::<events::ClientHeadChanged, UnorderedReliableChannel>();
app.replicate_event::<events::PlaySound, UnorderedReliableChannel>();
app.add_trigger::<events::ClientEnteredPlaying>()
app.register_event::<events::ClientEnteredPlaying>()
.add_direction(NetworkDirection::ClientToServer);
app.add_systems(
@@ -140,10 +179,6 @@ pub fn plugin(app: &mut App) {
global_observer!(app, components::spawn_gltf_scene_roots);
}
fn transform_should_rollback(this: &Transform, that: &Transform) -> bool {
this.translation.distance_squared(that.translation) >= 0.01f32.powf(2.)
}
/// A global allocator for `TbMapEntityId` values. Should be reset when a map begins loading.
#[derive(Resource, Reflect, Default)]
#[reflect(Resource)]