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So I had 2 main ideas for the Shell Recoil feature in 2.4. These ideas are:
- Making the knockback stronger. You can be going at a wall at like full speed and get knocked back by like 2ft or summ idk…
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Make it so that you can shell recoil in the air. I couldn't recoil in the air when I tested it.
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Spring is clearly dead, all sane people migrated from there, so by now the naming is more a liability than advantage (if were were advantages to start with). This is low prio, but good to have gradual…
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Nice and simple: The player sets the desired recoil length **_L_**, which determines the magnitude of the recoil force. When the gun is fired, you apply a constant recoil force _**FRecoil**_ for a dur…
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In this code, what are the underlying reasons or considerations behind not taking recoil force into account? Therefore, keyhole can not be predicted via this code. Thank you very much.
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### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE
- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field
### Checklist
- [X] I'm reporting a new si…
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# Feature request
I would like the `@daily-co/daily-react` JavaScript component to switch from Recoil to Jotai for state management, especially in light of the issues observed with Recoil in React …
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In my gamemode I have implemented a "spread pattern" / "recoil" feature that relies on "RelativeFlags.ALL" to adjust only the yaw and pitch of the client.
```java
player.teleport(new Pos(0, 0, 0, re…
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I am particularly interested in experimenting with the ReCOIL and was wondering if there is any plan to release the implementation code?