Closed nfagerlund closed 7 months ago
Hell yeah, this now works AND feels super stable. The blooping through a guy (only when pushing in negative directions for some reason??) is resolved in e1c904b, by adding a small extra fudge factor to movement corrections for collisions. (Collider boxes were not reliably landing outside each other, apparently (??!) due to the innate imprecision of the calculations. Now they are.)
OK, I think I've got this, uhhhhhh
activation_dir.x != velocity.x.signum()
, or, y, depending.)Limitations: