More realistic and less buggy elasticity: Got rid of CoefficientElasticity rescaling for massive robots and replaced with limit overlapping robots by physically changing position.
Bug fix in set aim: Made sure angdiff gets passed a normalized angle and no longer divide ma correction by 2.
Bug fix in kill robot.
Other minor bug fixing and unused code removal.
Fixed the way static friction works:
Static friction no longer causes robots to travel in the opposite direction. (For example when you apply a large force such as 40 .up for one cycle at high static friction)
Vector of motion is calculated as part of static friction: A robot no longer has to be completely stationary to experience static friction. If it attempts to move in a perpendicular direction to the direction it is currently moving static friction is applyed.
Also, kinetic friction now reduces spin momentum less and the reduction is now applied to robots who do not move but only spin.
Reposition code is back but it is more accurate. Also, instead of scattering robots across the screen it just offsets the robots so they should still be able to find each other if they are doing team work. Also, shots are erased on blue respawn.
Fixed an old bug where robots where overlapping on top of shapes and screen borders when they where traveling really quickly.
Fixed an old bug where returning shots where getting crazy velocity from robots blocked by shapes or edge of screen.
Fudging rules no longer apply to repopulating robots.
Poison now is 4x cheaper to make so hopefully it will be more usable. Also the effects of poison where lowered to match venom more.
The delta limit for producing slime is now 200. This makes it harder to tie feed on very slimey vegs.
Bug fix: Bodgain and Bodloss work now.
P.S.
The new physics needs Beta testing if anyone is interested.
click here to download