Fixed clientside physics jitter
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@@ -24,6 +24,7 @@ public class PhysicsProcess implements AsyncProcess{
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@Override
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public void begin(){
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if(physics == null) return;
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boolean local = !Vars.net.client();
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//remove stale entities
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refs.removeAll(ref -> {
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@@ -62,6 +63,7 @@ public class PhysicsProcess implements AsyncProcess{
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entity.isGrounded() ? layerGround : layerFlying;
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ref.x = entity.x;
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ref.y = entity.y;
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ref.body.local = local || entity.isLocal();
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}
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}
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@@ -156,6 +158,10 @@ public class PhysicsProcess implements AsyncProcess{
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for(int i = 0; i < bodies.size; i++){
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PhysicsBody body = bodies.items[i];
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//for clients, the only body that collides is the local one; all other physics simulations are handled by the server.
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if(!body.local) continue;
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body.hitbox(rect);
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seq.size = 0;
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@@ -174,10 +180,14 @@ public class PhysicsProcess implements AsyncProcess{
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float ms = body.mass + other.mass;
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float m1 = other.mass / ms, m2 = body.mass / ms;
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//first body is always local due to guard check above
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body.x += vec.x * m1 / scl;
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body.y += vec.y * m1 / scl;
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other.x -= vec.x * m2 / scl;
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other.y -= vec.y * m2 / scl;
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if(other.local){
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other.x -= vec.x * m2 / scl;
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other.y -= vec.y * m2 / scl;
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}
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}
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}
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body.collided = true;
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@@ -187,7 +197,7 @@ public class PhysicsProcess implements AsyncProcess{
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public static class PhysicsBody implements QuadTreeObject{
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public float x, y, radius, mass;
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public int layer = 0;
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public boolean collided = false;
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public boolean collided = false, local = true;
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@Override
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public void hitbox(Rect out){
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