80c600d86b
When travel is high enough, keep the global position resulting from the move_and_collide call, and set the motion to the remainder from the move_and_collide call. This ensures travel is taken into account once, rather than twice. |
||
---|---|---|
.. | ||
joints | ||
animatable_body_3d.cpp | ||
animatable_body_3d.h | ||
area_3d.cpp | ||
area_3d.h | ||
character_body_3d.cpp | ||
character_body_3d.h | ||
collision_object_3d.cpp | ||
collision_object_3d.h | ||
collision_polygon_3d.cpp | ||
collision_polygon_3d.h | ||
collision_shape_3d.cpp | ||
collision_shape_3d.h | ||
kinematic_collision_3d.cpp | ||
kinematic_collision_3d.h | ||
physical_bone_3d.cpp | ||
physical_bone_3d.h | ||
physics_body_3d.cpp | ||
physics_body_3d.h | ||
ray_cast_3d.cpp | ||
ray_cast_3d.h | ||
rigid_body_3d.cpp | ||
rigid_body_3d.h | ||
SCsub | ||
shape_cast_3d.cpp | ||
shape_cast_3d.h | ||
spring_arm_3d.cpp | ||
spring_arm_3d.h | ||
static_body_3d.cpp | ||
static_body_3d.h | ||
vehicle_body_3d.cpp | ||
vehicle_body_3d.h |