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Hello. I encountered a bizarre issue and I'm not sure how best to explain or diagnose what could be going wrong.
I've prepared a minimal reproduction project that mimics what I'm encountering in my…
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I've been doing some analysis of publicly available ender modules in NPM, and I'd like to share some takeaways. The first one is that I think ender should do away with auto-integration. By that, I mea…
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I am sorry for the lack of information in this issue but I am having trouble dissecting the issue. When using godot's default physics rocket jumping works fine. But when using godot-jolt 0.13.0 rocket…
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I created a minimum project so that you can see the issue I'm referring to: https://github.com/lyghtkruz/jolt_bug
If you have a RigidBody3D in an Area3D and freeze it. Default Godot physics do not…
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From reading the nexus forums, it seems something still breaks when combat is triggered.
Short of a better idea, I'll add IEDebug logs to pretty much every part of the mod at the Beginning and End of…
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There are enough objects in the world now that it seems reasonable to start looking at collision code.
The current collision code is very barebones and was written to only stop the player from goin…
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Just saw your video about the physics, great stuff! As soon as I saw the video title I thought of that Teardown talk so I was so glad when you not only mentioned it but based your implementation on it…
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I've been working on a mod which would dynamically pick an appropriate stagger animation when a character gets hit-- the idea is that the character will stagger proportionally to who/what hit them, an…
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![55555579-=98-89](https://user-images.githubusercontent.com/14869831/189496081-017ea61a-9d66-4022-ae7f-694aa3a19408.jpg)
Both props are set to no-collide with each other, but still continue to inter…
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Hello everyone,
Thanks for providing this valuable Godot addon. I'm currently working on a small bridge building game, similar to _Bridge It_ or _Poly Bridge_. For the physics I would like to use J…