Pathfinding fixes:
- determining if a character is close enough to a waypoint works now, even if the character is too short for its collider to overlap with the wp (e.g. crawlers) - enemies can drop down from platforms - an extra waypoint is placed at the middle of stairs to prevent characters from choosing a waypoint on a platform above the stairs as the starting point of their path
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@@ -225,9 +225,7 @@ namespace Barotrauma
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
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if (movement == Vector2.Zero) return;
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IgnorePlatforms = (TargetMovement.Y < -Math.Abs(TargetMovement.X));
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float mainLimbHeight, mainLimbAngle;
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if (MainLimb.type == LimbType.Torso)
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{
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