You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I guess gravity should be turned of for while a Jumping animation is playing. Right now we're not even doing proper acceleration, but what we do can be found here:
auto flags = mCharacterController->move(rootMotion + gravity * frameDelta);
The harder part of this issue is to find out for which animations the gravity should be disabled. There is a FLY flag on some animations inside HumanS.mds, of which I thought it would be only used for actual flying creatures like Bloodflys. Wasn't there some gravity on Bloodflys as well?
The text was updated successfully, but these errors were encountered:
I guess gravity should be turned of for while a Jumping animation is playing. Right now we're not even doing proper acceleration, but what we do can be found here:
REGoth-bs/src/components/CharacterAI.cpp
Lines 372 to 377 in fd900b6
The harder part of this issue is to find out for which animations the gravity should be disabled. There is a
FLY
flag on some animations insideHumanS.mds
, of which I thought it would be only used for actual flying creatures like Bloodflys. Wasn't there some gravity on Bloodflys as well?The text was updated successfully, but these errors were encountered: