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| author | Sébastien Crozet <sebcrozet@dimforge.com> | 2024-05-05 15:51:10 +0200 |
|---|---|---|
| committer | Sébastien Crozet <sebastien@crozet.re> | 2024-05-05 16:17:39 +0200 |
| commit | e4d6755c1513c2bb815b28ba9c173d590e7079c8 (patch) | |
| tree | 983588e551713db28c1252091233c1b0b2564339 | |
| parent | 425b2fc83d403d2cf6fa5f151479a112bdd05b92 (diff) | |
| download | rapier-e4d6755c1513c2bb815b28ba9c173d590e7079c8.tar.gz rapier-e4d6755c1513c2bb815b28ba9c173d590e7079c8.tar.bz2 rapier-e4d6755c1513c2bb815b28ba9c173d590e7079c8.zip | |
chore: clippy fixes
| -rw-r--r-- | CHANGELOG.md | 3 | ||||
| -rw-r--r-- | src/control/character_controller.rs | 4 |
2 files changed, 4 insertions, 3 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 779dfb7..cc93ad7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -5,6 +5,7 @@ - Fix crash when simulating a spring joint between two dynamic bodies. - Fix kinematic bodies not being affected by gravity after being switched back to dynamic. - Fix regression on contact force reporting from contact force events. +- Fix kinematic character controller getting stuck against vertical walls. ### Added @@ -16,7 +17,7 @@ ### Modified -**May shape-casting related functions/structs were renamed. Check out the CHANGELOG for parry 0.15.0 for +**Many shape-casting related functions/structs were renamed. Check out the CHANGELOG for parry 0.15.0 for additional details.** - Renamed `BroadPhase` to `BroadPhaseMultiSap`. The `BroadPhase` is now a trait that can be diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs index ec9dbe8..87b5c16 100644 --- a/src/control/character_controller.rs +++ b/src/control/character_controller.rs @@ -540,9 +540,9 @@ impl KinematicCharacterController { ) -> Vector<Real> { let [_vertical_input, horizontal_input] = self.split_into_components(movement_input); let horiz_input_decomp = self.decompose_hit(&horizontal_input, &hit.toi); - let input_decomp = self.decompose_hit(&movement_input, &hit.toi); + let input_decomp = self.decompose_hit(movement_input, &hit.toi); - let decomp = self.decompose_hit(&translation_remaining, &hit.toi); + let decomp = self.decompose_hit(translation_remaining, &hit.toi); // An object is trying to slip if the tangential movement induced by its vertical movement // points downward. |
