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authorMarcel Admiraal <madmiraal@users.noreply.github.com>2019-11-25 00:10:36 +0100
committerMarcel Admiraal <madmiraal@users.noreply.github.com>2019-12-02 08:35:50 +0100
commit750f343e4a461c588494bf779b9be7c1be8ebc68 (patch)
treef2452a56e782df7660528bdd25e09165963390ea /servers/audio/effects/audio_stream_generator.h
parente64a663c59141f972345852f0bce613e3f13dd3a (diff)
Ensure move_and_slide() is consistent between the 2D and 3D versions.
In the 3D version: - Partially revert #20908 that was reverted in the 2D version as part of #21653. This ensures that the Vector returned is always perpendicular to the surface collided with; and not the floor_normal Vector passed to the function when on a floor. - Include an update of the floor velocity before multiplying by the time delta, which was added to the 2D version as part of commit 13a8014. In the 2D version: - Use the Vector2.slide() function instead of Vector2.tangent() to adjust the amount of motion the stop_on_slope undoes to ensure that it is in the right direction. This is a implementation of the 3D approach from #30588. - Combine the !found_collision and motion == Vector2() checks for break. - Other minor formating changes to make the functions look identical. Also renamed some variables to align with their use.
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