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-rw-r--r--scene/3d/audio_stream_player_3d.cpp2
-rw-r--r--scene/3d/collision_object_3d.cpp2
-rw-r--r--scene/3d/node_3d.cpp2
-rw-r--r--scene/3d/physics_body_3d.cpp11
-rw-r--r--scene/3d/skeleton_3d.cpp2
-rw-r--r--scene/3d/soft_dynamic_body_3d.cpp2
6 files changed, 14 insertions, 7 deletions
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index 34f748b197..efe23c6102 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -311,7 +311,7 @@ void AudioStreamPlayer3D::_notification(int p_what) {
while (stream_playbacks.size() > max_polyphony) {
AudioServer::get_singleton()->stop_playback_stream(stream_playbacks[0]);
- stream_playbacks.remove(0);
+ stream_playbacks.remove_at(0);
}
}
}
diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp
index a166a05c71..085f1ade66 100644
--- a/scene/3d/collision_object_3d.cpp
+++ b/scene/3d/collision_object_3d.cpp
@@ -628,7 +628,7 @@ void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape)
--debug_shapes_count;
}
- shapes[p_owner].shapes.remove(p_shape);
+ shapes[p_owner].shapes.remove_at(p_shape);
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
for (int i = 0; i < E.value.shapes.size(); i++) {
diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp
index b7b88c7135..ddd9d2da8a 100644
--- a/scene/3d/node_3d.cpp
+++ b/scene/3d/node_3d.cpp
@@ -478,7 +478,7 @@ void Node3D::remove_gizmo(Ref<Node3DGizmo> p_gizmo) {
int idx = data.gizmos.find(p_gizmo);
if (idx != -1) {
p_gizmo->free();
- data.gizmos.remove(idx);
+ data.gizmos.remove_at(idx);
}
#endif
}
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index edaf76bc3e..393e29e398 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1328,8 +1328,15 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Apply slide on forward in order to allow only lateral motion on next step.
Vector3 forward = wall_normal.slide(up_direction).normalized();
motion = motion.slide(forward);
- // Avoid accelerating when you jump on the wall and smooth falling.
- motion_velocity = motion_velocity.slide(forward);
+
+ // Scales the horizontal velocity according to the wall slope.
+ if (vel_dir_facing_up) {
+ Vector3 slide_motion = motion_velocity.slide(result.collisions[0].normal);
+ // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection.
+ motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction);
+ } else {
+ motion_velocity = motion_velocity.slide(forward);
+ }
// Allow only lateral motion along previous floor when already on floor.
// Fixes slowing down when moving in diagonal against an inclined wall.
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index d4d3c0ebe1..04b5b88ef8 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -633,7 +633,7 @@ void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
int child_idx = bones[p_bone].child_bones.find(p_child);
if (child_idx >= 0) {
- bones.write[p_bone].child_bones.remove(child_idx);
+ bones.write[p_bone].child_bones.remove_at(child_idx);
} else {
WARN_PRINT("Cannot remove child bone: Child bone not found.");
}
diff --git a/scene/3d/soft_dynamic_body_3d.cpp b/scene/3d/soft_dynamic_body_3d.cpp
index 903eedb58b..5546b88fb1 100644
--- a/scene/3d/soft_dynamic_body_3d.cpp
+++ b/scene/3d/soft_dynamic_body_3d.cpp
@@ -773,7 +773,7 @@ void SoftDynamicBody3D::_reset_points_offsets() {
void SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
const int id(_has_pinned_point(p_point_index));
if (-1 != id) {
- pinned_points.remove(id);
+ pinned_points.remove_at(id);
}
}