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--!strict
local Players = game:GetService("Players")
local PhysicsService = game:GetService("PhysicsService")
-- Register & Set Collision Groups for our Characters
PhysicsService:RegisterCollisionGroup("Players")
PhysicsService:CollisionGroupSetCollidable("Players", "Players", false)
local function OnCharacterAdded(Character: Model): ()
--!strict
-- // Constants
local BLOCK_INDICES: {number} = {0, 1, 2, 3, 4, 5, 6, 7}
local WEDGE_INDICES: {number} = {0, 1, 3, 4, 5, 7}
local CORNER_INDICES: {number} = {0, 1, 4, 5, 6}
-- // Helper Functions
--!strict
-- // Helper Functions
local function Debounce(self: Cooldown): ()
self.Status = false
end
-- // Cooldown Class
--!strict
local Signal = {}
Signal.__index = Signal
local Connection = {}
Connection.__index = Connection
function Connection.new(Signal, Callback)
--!strict
-- // Helper Functions
-- Insert Data & Point into Node
local function InsertHelper(self: Octree, Node: Node, Point: Vector3, Data: any, Depth: number): ()
while true do
-- Insert the Data directly into the Node
if Depth == self.MaxDepth or #Node.DataTables >= self.MaxObjectsPerNode then
--!strict
local Worker = {}
Worker.__index = Worker
type Callback = (...any) -> ...any
type self = {
_ParallelEvent: BindableEvent,