[#2833] Cap combat maneuver velocity, add velocity decay if no ImpulseEngine component#2834
Closed
oznogon wants to merge 1 commit intodaid:masterfrom
Closed
[#2833] Cap combat maneuver velocity, add velocity decay if no ImpulseEngine component#2834oznogon wants to merge 1 commit intodaid:masterfrom
oznogon wants to merge 1 commit intodaid:masterfrom
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
If an entity has CombatManeuveringThrusters but no ImpulseEngine, it lacks both a velocity cap and velocity decay, allowing the entity to reach infinite speeds very quickly on thrusters alone (#2833).
If there's no ImpulseEngine, implement a velocity cap based on the highest value between its boost and strafe speed, and decay velocity when thrusters aren't engaged.