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These changes improve Rayshape behavior for Godot Physics 2D and 3D when using move_and_slide with and without snapping. Kinematic margin is now applied to ray shapes when handling snapping collision tests and separation raycasts to help getting consistent results in slopes and flat surfaces. Recovery is calculated without the margin and a depth of 0 is still considered a collision to stabilize results when on flat surface. Recovery depth takes into account the current recovery vector (just like test_body_motion) to fix jittering issues with multiple ray shapes due to applying too much recovery.
9.4 KiB
9.4 KiB