v0.11.0.9

This commit is contained in:
Joonas Rikkonen
2020-12-09 16:34:16 +02:00
parent bbf06f0984
commit f433a7ba10
325 changed files with 13947 additions and 3652 deletions
@@ -219,6 +219,7 @@ namespace Steamworks.Data
/// </summary>
public async Task<Lobby[]> RequestAsync()
{
await Task.Yield();
ApplyFilters();
LobbyMatchList_t? list = await SteamMatchmaking.Internal.RequestLobbyList();
@@ -468,6 +468,17 @@ namespace FarseerPhysics.Dynamics
}
}
private float gravityScale = 1.0f;
public float GravityScale
{
get { return gravityScale; }
set
{
if (!MathUtils.IsValid(value)) { return; }
gravityScale = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether this body ignores gravity.
/// </summary>
@@ -585,7 +596,7 @@ namespace FarseerPhysics.Dynamics
/// Warning: This method is locked during callbacks.
/// </summary>>
/// <exception cref="System.InvalidOperationException">Thrown when the world is Locked/Stepping.</exception>
public void Add(Fixture fixture)
public void Add(Fixture fixture, bool resetMassData = true)
{
if (World != null && World.IsLocked)
throw new WorldLockedException("Cannot add fixtures to a body when the World is locked.");
@@ -607,7 +618,7 @@ namespace FarseerPhysics.Dynamics
#endif
// Adjust mass properties if needed.
if (fixture.Shape._density > 0.0f)
if (fixture.Shape._density > 0.0f && resetMassData)
ResetMassData();
if (World != null)
@@ -1303,6 +1314,7 @@ namespace FarseerPhysics.Dynamics
body.IsBullet = IsBullet;
body.IgnoreCCD = IgnoreCCD;
body.IgnoreGravity = IgnoreGravity;
body.gravityScale = gravityScale;
body._torque = _torque;
return body;
@@ -126,7 +126,7 @@ namespace FarseerPhysics.Dynamics
if (b.IgnoreGravity)
v += h * (b._invMass * b._force);
else
v += h * (gravity + b._invMass * b._force);
v += h * (gravity * b.GravityScale + b._invMass * b._force);
w += h * b._invI * b._torque;
@@ -24,7 +24,7 @@ namespace Microsoft.Xna.Framework.Graphics
/// <para>The value is an implementation detail and may change between application launches or MonoGame versions.
/// It is only guaranteed to stay consistent during application lifetime.</para>
/// </remarks>
internal int SortingKey
public int SortingKey
{
get { return _sortingKey; }
}