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* Smooth movement Squashed commit: [870d550fff] updates a variable name to not shadow a parent variable [65131a9a4b] redundant [7c85f7b87e] override based pulling and pushing [60a9760c4b] unnecessary when it's done via an override [0a67dfb3cb] removes a redundant manual override [7f25104fed] pushing [2bfd9973eb] eh [fca7155245] cast properly [ad4b9ad8ab] compile fix [c28fde4bfb] some wonkiness with pulling fixed [0e028d30b3] buckling fix + finer rounding [8f93df2bbe] dragging + buckling fixes [1541e1ce78] small optimization [bda72345dd] smoother movement fix to dragging being fucky vehicle fix orbiter fix eof newline cleanup comment cleanup stupid hack bunch of tweaks/hacks + 60 fps default oh god potential fix for orbiter issues (in a shitty way) early override for some cases unset orbit multiply instead of add offset no no more timescale scaling and higher multiplier meant to include this in last commit comment * clamp to 6, 1.25 multiplier * (poorly) fixed buckles not always propagating * get rid of some debug prints whoops * fixes an infinite loop * syntax + update savefile instead of interpreting 0 different * uuuh
Datum Component System (DCS)
Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.
See this thread for an introduction to the system as a whole.