Moving towards a target at an angle close to two directions causes character COFs to flicker between both directions (this is a unique case for player-controlled entities only because of input devices). There needs to be some stickiness to the player's direction in this case so that their direction is more consistent. I think this can be accomplished by adding some padding to ignore direction changes unless the angle has changed more than Φ within t.
Moving towards a target at an angle close to two directions causes character COFs to flicker between both directions (this is a unique case for player-controlled entities only because of input devices). There needs to be some stickiness to the player's direction in this case so that their direction is more consistent. I think this can be accomplished by adding some padding to ignore direction changes unless the angle has changed more than Φ within t.