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-rw-r--r--CHANGELOG.md3
-rw-r--r--src/control/character_controller.rs4
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.