Closed jackmakesthings closed 7 years ago
Looking at the godot source, it seems like it might be smart enough to adjust its destination if it's trying to pathfind to an unwalkable spot - but need to confirm this before changing anything.
Updated the walker logic to use get_closest_point, seems to handle itself correctly.
Note - get_closest_point is fine but make_input_local has problems; going back to the affine_transform stuff.
Looking at the godot source, it seems like it might be smart enough to adjust its destination if it's trying to pathfind to an unwalkable spot - but need to confirm this before changing anything.