Fix movement controllers falling through platforms at low timestep hz
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@ -980,6 +980,9 @@ MovementController::CollisionResult MovementController::collisionMove(List<Colli
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MovementController::CollisionSeparation MovementController::collisionSeparate(List<CollisionPoly>& collisionPolys, PolyF const& poly,
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MovementController::CollisionSeparation MovementController::collisionSeparate(List<CollisionPoly>& collisionPolys, PolyF const& poly,
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bool ignorePlatforms, float maximumPlatformCorrection, Vec2F const& sortCenter, bool upward, float separationTolerance) {
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bool ignorePlatforms, float maximumPlatformCorrection, Vec2F const& sortCenter, bool upward, float separationTolerance) {
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maximumPlatformCorrection *= WorldTimestep * 60.0f;
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CollisionSeparation separation = {};
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CollisionSeparation separation = {};
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separation.collisionKind = CollisionKind::None;
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separation.collisionKind = CollisionKind::None;
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bool intersects = false;
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bool intersects = false;
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