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The test_move() function may not be behaving properly, when rotating #42175
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Yup just compiled your commit (#35945) and tested it with my demo project - it works! Thanks so much for the fix! Do you have an idea when the commit might find itself in the stable version of Godot, because I think this is a very important commit and I don't feel that the current master is stable enough for me to use? |
We can't make any guarantees that it will be merged as-is, since reduz disagrees with the implementation.
You can always compile the |
@Calinou Yeah that is actually a good idea. I see that @madmiraal has made a 3.2 version of the PR, so I think I'll just compile that (now that I actually know how to compile Godot, which really ended up being easier than I expected).
I haven't extensively looked at the implementation and from what I read it seems that it is a bit of a workaround until/if the physics engine is reworked. But the thing is, it is a massively important workaround in my opinion, given how basic of feature that is. Like I don't know how more people aren't having problems with this, but it's quite nonsensical (for the lack of a better word) how something as simple and basic as my demo didn't work. I really hope this gets fixed in stable as soon as possible, whether it is by #35945 or something else. |
Fixed by #42574, closing. |
Godot version:
Godot Engine v3.2.3.stable.official
OS/device including version:
Windows 10 Pro, Version 2004
Issue description:
In this demo, I've got this T shape and it can move around in an invisible grid as well as rotate 90 degrees clockwise. It should collide with these blue walls, and when simply moving - it does. But if I try to rotate next to a wall that is to the right of the T shape (when looking from its perspective by taking into account the rotation), the T shape kinda glitches out instead of just not moving or rotating at all like it is supposed to.
Here's the script that's attached to the T shape:
Minimal reproduction project:
Rotation Collision Test.zip
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