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| author | Sébastien Crozet <developer@crozet.re> | 2024-05-05 14:51:48 +0200 |
|---|---|---|
| committer | Sébastien Crozet <sebastien@crozet.re> | 2024-05-05 16:17:39 +0200 |
| commit | 425b2fc83d403d2cf6fa5f151479a112bdd05b92 (patch) | |
| tree | f2d6a8af372e6c3c5429adf6c46b21583f97ae9c /src/control | |
| parent | d0866d423212be53e159c72315cec2e3dac04ac5 (diff) | |
| download | rapier-425b2fc83d403d2cf6fa5f151479a112bdd05b92.tar.gz rapier-425b2fc83d403d2cf6fa5f151479a112bdd05b92.tar.bz2 rapier-425b2fc83d403d2cf6fa5f151479a112bdd05b92.zip | |
chore: misc typo fixes
Diffstat (limited to 'src/control')
| -rw-r--r-- | src/control/character_controller.rs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs index 465d0fa..ec9dbe8 100644 --- a/src/control/character_controller.rs +++ b/src/control/character_controller.rs @@ -145,7 +145,7 @@ pub struct KinematicCharacterController { /// Increase this number if your character appears to get stuck when sliding against surfaces. /// /// This is a small distance applied to the movement toward the contact normals of shapes hit - /// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating + /// by the character controller. This helps shape-casting not getting stuck in an always-penetrating /// state during the sliding calculation. /// /// This value should remain fairly small since it can introduce artificial "bumps" when sliding |
