IntegratedQuantum
IntegratedQuantum
We could make it usable depending on some strength parameter, if you have the required strength to lift it up, then you get constant swing time, otherwise you just cannot...
What do you mean by snapping to x/y/z?
Not sure how this could be fixed efficiently. Generally having hitboxes limited to the size of one block is a nice property to have because you need to iterate through...
> I didn't do this because I felt like it would be too restrictive. If it's too restrictive, then please improve the interface of touch events. We can't keep adding...
> How do i differentiate between gaps and platforms without blasting collision checks You could restrict the climbing collision box to the legs, however that would break the climbing on...
> What if crouching on a climbable made you go down, and not having any inputs kept you still? Yes please, that would be great. This has always bothered me...
> I could increase the default climb speed to make it a little faster. Actually instead of increasing the climb speed, you could change the interpolation. e.g. a weighted pythagorean...
The area detection doesn't seem to work correctly. I can climb on the side of an ivy covered pillar: https://github.com/user-attachments/assets/74f0b006-f703-4cc1-8f9e-6243ee0a0c1f
This PR seems stale anyways, please create a new PR if you intend to continue working on this. And if you do, it would be best to start directly with...
It's back, most likely due to increasing base render distance and no longer using the memory pools since the introduction of palette compression.