hytopia 0.10.17 → 0.10.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/docs/server.player.getpersisteddata.md +1 -1
- package/docs/server.rigidbody.md +0 -42
- package/package.json +1 -1
- package/server.api.json +1 -71
- package/server.d.ts +1 -5
- package/server.mjs +118 -118
- package/docs/server.rigidbody.effectiveworldinverseprincipalangularinertiasqrt.md +0 -13
- package/docs/server.rigidbody.inverseprincipalangularinertiasqrt.md +0 -13
@@ -19,5 +19,5 @@ The persisted data for the player.
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## Remarks
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This method returns the player persisted data. If it returns undefined, the player data failed to load and your game logic should handle this case appropriately. If it returns an empty object
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This method returns the player persisted data. If it returns undefined, the player data failed to load and your game logic should handle this case appropriately. If it returns an empty object, the player data loaded successfully but no prior data has been set.
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package/docs/server.rigidbody.md
CHANGED
@@ -262,27 +262,6 @@ The effective angular inertia of the rigid body.
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The effective inverse mass of the rigid body.
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</td></tr>
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<tr><td>
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[effectiveWorldInversePrincipalAngularInertiaSqrt](./server.rigidbody.effectiveworldinverseprincipalangularinertiasqrt.md)
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</td><td>
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`readonly`
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</td><td>
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[SpdMatrix3](./server.spdmatrix3.md) \| undefined
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</td><td>
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The effective world inverse principal angular inertia square root of the rigid body.
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</td></tr>
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<tr><td>
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@@ -367,27 +346,6 @@ number \| undefined
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The inverse mass of the rigid body.
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</td></tr>
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<tr><td>
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[inversePrincipalAngularInertiaSqrt](./server.rigidbody.inverseprincipalangularinertiasqrt.md)
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</td><td>
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`readonly`
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</td><td>
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[Vector3Like](./server.vector3like.md) \| undefined
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</td><td>
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The inverse principal angular inertia square root of the rigid body.
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</td></tr>
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<tr><td>
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package/package.json
CHANGED
package/server.api.json
CHANGED
@@ -35578,7 +35578,7 @@
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{
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"kind": "Method",
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"canonicalReference": "server!Player#getPersistedData:member(1)",
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"docComment": "/**\n * Get the persisted data for the player.\n *\n * @remarks\n *\n * This method returns the player persisted data. If it returns undefined, the player data failed to load and your game logic should handle this case appropriately. If it returns an empty object
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"docComment": "/**\n * Get the persisted data for the player.\n *\n * @remarks\n *\n * This method returns the player persisted data. If it returns undefined, the player data failed to load and your game logic should handle this case appropriately. If it returns an empty object, the player data loaded successfully but no prior data has been set.\n *\n * @returns The persisted data for the player.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"isProtected": false,
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"isAbstract": false
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},
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{
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"kind": "Property",
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"canonicalReference": "server!RigidBody#effectiveWorldInversePrincipalAngularInertiaSqrt:member",
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"docComment": "/**\n * The effective world inverse principal angular inertia square root of the rigid body.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"text": "get effectiveWorldInversePrincipalAngularInertiaSqrt(): "
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},
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{
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"kind": "Reference",
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"text": "SpdMatrix3",
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"canonicalReference": "server!SpdMatrix3:interface"
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},
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{
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"kind": "Content",
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"text": " | undefined"
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},
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{
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"kind": "Content",
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"text": ";"
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}
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],
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"isReadonly": true,
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"isOptional": false,
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"releaseTag": "Public",
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"name": "effectiveWorldInversePrincipalAngularInertiaSqrt",
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"propertyTypeTokenRange": {
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"startIndex": 1,
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"endIndex": 3
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},
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"isStatic": false,
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"isProtected": false,
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"isAbstract": false
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},
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{
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"kind": "Property",
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"canonicalReference": "server!RigidBody#enabledPositions:member",
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"isProtected": false,
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"isAbstract": false
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},
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{
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"kind": "Property",
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"canonicalReference": "server!RigidBody#inversePrincipalAngularInertiaSqrt:member",
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"docComment": "/**\n * The inverse principal angular inertia square root of the rigid body.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"text": "get inversePrincipalAngularInertiaSqrt(): "
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},
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{
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"kind": "Reference",
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"text": "Vector3Like",
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"canonicalReference": "server!Vector3Like:interface"
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},
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{
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"kind": "Content",
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"text": " | undefined"
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},
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{
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"kind": "Content",
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"text": ";"
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}
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],
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"isReadonly": true,
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"isOptional": false,
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"releaseTag": "Public",
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"name": "inversePrincipalAngularInertiaSqrt",
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"propertyTypeTokenRange": {
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"startIndex": 1,
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"endIndex": 3
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},
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"isStatic": false,
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"isProtected": false,
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"isAbstract": false
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},
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"kind": "Property",
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"canonicalReference": "server!RigidBody#isCcdEnabled:member",
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package/server.d.ts
CHANGED
@@ -4407,7 +4407,7 @@ export declare class Player extends EventRouter implements protocol.Serializable
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* This method returns the player persisted data. If it returns
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* undefined, the player data failed to load and your game
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* logic should handle this case appropriately. If it returns
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* an empty object
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* an empty object, the player data loaded successfully but
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* no prior data has been set.
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*
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* @returns The persisted data for the player.
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@@ -5310,8 +5310,6 @@ export declare class RigidBody extends EventRouter {
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get effectiveAngularInertia(): SpdMatrix3 | undefined;
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/** The effective inverse mass of the rigid body. */
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get effectiveInverseMass(): Vector3Like | undefined;
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/** The effective world inverse principal angular inertia square root of the rigid body. */
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get effectiveWorldInversePrincipalAngularInertiaSqrt(): SpdMatrix3 | undefined;
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/** The enabled axes of rotational movement of the rigid body. */
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get enabledRotations(): Vector3Boolean;
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/** The enabled axes of positional movement of the rigid body. */
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get gravityScale(): number;
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/** The inverse mass of the rigid body. */
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get inverseMass(): number | undefined;
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/** The inverse principal angular inertia square root of the rigid body. */
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get inversePrincipalAngularInertiaSqrt(): Vector3Like | undefined;
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/** Whether the rigid body has continuous collision detection enabled. */
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get isCcdEnabled(): boolean;
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/** Whether the rigid body is dynamic. */
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