_move_and_slide_grounded(double p_delta, bool p_was_on_flo if (vel_dir_facing_up) { Vector3 slide_motion = velocity.slide(result.collisions[0].normal); // Keeps the vertical motion from velocity and add the horizontal motion of the projection. velocity = up_direction * up_direction....
I used was_facing_right and is_facing_right Then in my physics_process I run update_facing_direction() at the end and add these 2 functions to my script: func update_facing_direction(): if velocity.x < 0: was_facing_right = false elif velocity.x > 0: was_facing_right = true if ...
– but just offering an extension to a different date to the one we’d asked for the Bill completely falls apart. All it says is that the PM has to move another motion in which the House again agrees to the Prime Minister seeking an extension of time – which makes no sense at all....
Since I needed to move on to other preparations for my project, I do not currently have the time to actively work on godotdetour a lot. At least until the time comes to integrate godotdetour into said project (most likely in 2021). That said, I will try to fix reported bugs and defi...
Number of trajectory points in the future. </member> <member name="include_facing" type="bool" setter="set_include_facing" getter="get_include_facing" default="true"> Whether to include the facing direction in the trajectory points. </member> <member name="include_height" type="bool" set...
whether to include the facing direction in the trajectory points. </member> <member name="include_height" type="bool" setter="set_include_height" getter="get_include_height" default="false"> whether to include the character's height in the trajectory points. </member> <member name="past_...
If the player is holding a object, we set its global position to the camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing. Expand All @@ -579,13 +578,13 @@ want the player to be able to change weapons or reload, so change ``_physics_pro process...