refactor(physics_timescale): Remove physics timestep scaled by 60 + update velocities to keep behavior#925
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zicklag merged 5 commits intofishfolk:mainfrom Mar 20, 2024
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grounded objects This was using global gravity when should use KinematicBody gravity
velocity was compared with gravity incorrectly
update velocities / accelerations to account for this velocity scaled by 60 gravity scaled by 3600 some meta values titled "angular_velocity" were not touched as these are used for spin on throws, which is already scaled by throw velocity.
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Overview:
Delta time in physics update previously had a scale of 60 due to a prior fix regarding timestep.
This change removes the scaling of physics timestep by 60, and adjusts velocities / forces (gravity) to account for this so behavior does not change.
Impact: Will help with ragdoll work I am doing, velocity metadata can be used with objects simulated in rapier and on our kinematics without having to get messy scaling them back and forth, or dealing with a very large timestep in rapier (which did not go well in my experiments).
units of velocity and gravity now relate more intuitively to position + sizes of objects in terms of setting velocity based on how far a contributor may want something to move per second.
Changes:
Other Notes:
I am hoping I caught all of the values that needed updating. Testing movement / jump, throwing items, sproinger, bomb bounces, it looks right to me.