This PR corrects the wall-walking move_and_collide to use the Godot 4.x function parameters rather than the 3.x parameters.
Specifically the code is using move_and_collide to get a KinematicCollision for the object the player is standing on.
It was doing this by passing the following parameters which are valid for Godot 3.x:
Movement vector
true (default)
true (default)
true for test_only (to test without performing the move)
However for Godot 4.x the test_only moved to the second parameter. The third and fourth parameters are the float safety_margin and the boolean recovery_as_collision. Providing true to these results in unreliable KinematicCollision data.
This PR corrects the wall-walking move_and_collide to use the Godot 4.x function parameters rather than the 3.x parameters.
Specifically the code is using move_and_collide to get a KinematicCollision for the object the player is standing on.
It was doing this by passing the following parameters which are valid for Godot 3.x:
However for Godot 4.x the test_only moved to the second parameter. The third and fourth parameters are the float safety_margin and the boolean recovery_as_collision. Providing true to these results in unreliable KinematicCollision data.