audeck
audeck
I definitely see what you mean. What would make the most sense to me when trying to replicate the camera in question, would be framed follow mode, with the look...
> The Hollow Knight example is an interesting one. Wonder if that could be achieved by having a Lookahead Deceleration property that would then be set to 0, which is...
I've gone with "smoothing" instead of "speed" for controlling the offset. There is a `velocity_offset_smoothing_factor`, which just gets input into a `lerp` call. It _is_ getting applied before `follow_damping`, which...
> Not sure if a min_velocity is needed? If it had a minimum value, then it would always teleport that minimum distance, which I can't imagine would ever be desirable?...
As far as `min_velocity` goes, the concept is that the player moves at a velocity of, say, `v` (let's take into account only one axis for this). While `abs(v) <...
I won't pretend like I know what, how and most importantly why Cinemachine does all the things it does, so correct me if I'm wrong. Conceptually, cameras (and, by extension,...
@blai30 Fixed the repository's 2D dev scene for `4.3 dev6` with physics interpolation on [audeck/physics-interpolation-fix](https://github.com/audeck/phantom-camera/tree/physics-interpolation-fix) (don't mind the first commit). Basically, I changed the following: - Inside project settings (as...
> This code exists as a manual solution to the lawnjelly's smoothing-addon, so it likely interferes with the other setup. Yes. The built-in physics interpolation's inherent limitation is that it...
The original problem is simply that the `OptionButton` isn't styled as a dropdown, but rather more so as a button with an action ("No" as in "No, I don't want...
> Now we just need the same interpolation to come to 3D 😉 godotengine/godot#92391