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#indiedev

352 posts111 participants20 posts today

Hi! Here is my new PR to Godot's move_and_slide. It improves the general motion of the body and refractored apply_floor_snap to be simpler and more precise.

github.com/godotengine/godot/p

If you feel like it, you can test the PR!

You can also provide me with money that i can interchange for good and services here:

ko-fi.com/yosoyfreeman

This addresses an issue with the usage of p_cancel_sliding inside of characterBody3D.
Explanation of the issue:
move_and_collide can place the body outside of the motion vector on the recovery phas...
GitHubImprove usage of p_cancel_sliding and snapping refractoring. by yosoyfreeman · Pull Request #100360 · godotengine/godotBy yosoyfreeman

So if I split each hex(-ish) tile into 6 quads, the number of quad variations is low enough (7 or 12 for more roundness). I have to sacrifice some rounded corners (which highlights the game's grid so that's fine) but it also prevents normal interpolation across tiles which is really bad.