-
Notifications
You must be signed in to change notification settings - Fork 3.9k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Mouse rotator system #19267
Mouse rotator system #19267
Conversation
I think 13 calls it strafing |
actually draft cuz i can improve this a lot |
ok added configurable tolerance and non instant rotation |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
probably still need to profile how many events are getting sent depending on threshold tbh |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Needs update for action entities. |
# Conflicts: # Content.Shared/CombatMode/CombatModeComponent.cs # Content.Shared/CombatMode/SharedCombatModeSystem.cs # Content.Shared/Movement/Systems/SharedMoverController.cs # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/turrets.yml
fixed for actiontities |
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
About the PR
component for entities to control their rotation through mouse movement rather than clicking/rotatetoface
mostly for ship guns later (and stuff like player controlled turrets now). but i do want to experiment with this for players/player-controllables at some point in the future
maybe also support rotation speed? not sure if that predicts well
also components to override the default rotate on move/interact behavior
Media
2023-08-17_20-19-34.mp4
lerping
2023-08-18_15-59-43.mp4