add entity events: on_spawn, on_despawn
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@@ -22,7 +22,7 @@ void PhysicsSolver::step(
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bool collisions
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) {
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float dt = delta / static_cast<float>(substeps);
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float linear_damping = hitbox->linear_damping;
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float linearDamping = hitbox->linearDamping;
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float s = 2.0f/BLOCK_AABB_GRID;
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const glm::vec3& half = hitbox->halfsize;
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@@ -41,8 +41,8 @@ void PhysicsSolver::step(
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colisionCalc(chunks, hitbox, vel, pos, half,
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(prevGrounded && gravityScale > 0.0f) ? 0.5f : 0.0f);
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}
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vel.x *= glm::max(0.0f, 1.0f - dt * linear_damping);
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vel.z *= glm::max(0.0f, 1.0f - dt * linear_damping);
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vel.x *= glm::max(0.0f, 1.0f - dt * linearDamping);
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vel.z *= glm::max(0.0f, 1.0f - dt * linearDamping);
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox->grounded && pos.y < py) {
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