# Description
- Fixes BeingActivelyPushed not resetting when pulling stops, resulting
in entities who broke out of pulling being able to fall into trashcans
and whatnot.
- Makes it so that the puller does not receive impulse while pushing
under gravity (as it turns out, it is, in fact, annoying when you are
small)
- Increases the default continuous push duration to 5 seconds to make
pushing heavy objects easier.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/1808fb33-b9af-41b4-bec8-138eab088565
</p>
</details>
# Changelog
🆑
- tweak: Pushing something no longer causes your character to move, but
only if there is gravity holding you down.
- tweak: Pushing an object with Ctrl-RMB now pushes it continuously for
up to 5 seconds instead of 2.
# Description
Fixes pulling being obnoxiously unphysical. Entities now exert a
specific amount of force defined as the product of their mass and the
SpecificForce set in their PullerComponent. Doing a ctrl-right click now
sets a target position where your entity begins to continuously push the
pulled entity towards, instead of throwing it or pushing it once
(however, it should still be possible to drag people and disposals and
the like). Additionally, your entity will properly experience recoil
from dragging someone around.
# TODO
- [X] Do stuff
- [X] Fix stuff
- [X] Fix aghosts not being able to push (?)
- [X] Fix pulling giving you free kinetic energy while in spess (how?)
- [ ] Test if throwing felinids into disposals via pulling still works
:trollface:
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/2498ef8c-f743-4702-b73c-b2da0c16e9aa
</p>
</details>
# Changelog
🆑
- add: Pulling has been reworked. Your character will now try to
continuously push the pulled entity when you use the push keybind.
- remove: You can no longer push the pulled entity while walking, and
pushing now follows the momentum conservation laws.