Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)
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@@ -8,21 +8,19 @@ namespace Subsurface
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{
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private static double alpha;
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public const Category CollisionNone = Category.None;
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public const Category CollisionAll = Category.All;
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public const Category CollisionWall = Category.Cat1;
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public const Category CollisionCharacter = Category.Cat2;
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public const Category CollisionPlatform = Category.Cat3;
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public const Category CollisionStairs = Category.Cat4;
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public const Category CollisionMisc = Category.Cat5;
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public const Category CollisionProjectile = Category.Cat6;
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public const Category CollisionNone = Category.None;
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public const Category CollisionAll = Category.All;
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public const Category CollisionWall = Category.Cat1;
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public const Category CollisionCharacter = Category.Cat2;
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public const Category CollisionPlatform = Category.Cat3;
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public const Category CollisionStairs = Category.Cat4;
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public const Category CollisionMisc = Category.Cat5;
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public const Category CollisionProjectile = Category.Cat6;
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public const Category CollisionLevel = Category.Cat7;
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public static double accumulator;
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public static double step = 1.0f/60.0f;
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public static bool updated;
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public const float DisplayToSimRation = 100.0f;
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public static double Alpha
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@@ -297,7 +297,7 @@ namespace Subsurface
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{
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float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
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float angle = ToolBox.GetShortestAngle(nextAngle, targetRotation);
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float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);
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float torque = body.Mass * angle * 60.0f * (force/100.0f);
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