Fix move_and_slide wall slide acceleration (3D)

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.
This commit is contained in:
Ricardo Buring 2024-04-19 19:40:01 +02:00
parent 4a0160241f
commit 80c600d86b

View file

@ -232,7 +232,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
} else {
// Travel is too high to be safely canceled, we take it into account.
result.travel = result.travel.slide(up_direction);
motion = motion.normalized() * result.travel.length();
motion = result.remainder;
}
set_global_transform(gt);
// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.