haekb
haekb
I've snuck in thief cate to multiplayer in the next update. The rest will have to wait!
This is on hold while I'm waiting to receive official song titles 👀
I've received some good suggestions which I'll be implementing later. I'll also be renaming "Themes" to "Records" and giving each theme a title, also based on the list I received....
This might be engine dependent as it seems the physics engine module does the actual velocity calculation based on the acceleration we feed it. Hmmm
Okay after testing some runs, it seems to be the acceleration code itself.
Okay I've pushed a fix onto `bugs/49-movement-speed-affected-by-fps`. I've done a few tests and they're about the same. There might be some small deceleration issues, but it's much closer now. ...however...
Hmm so the way I grab velocity and handle it myself, breaks swimming and ladder climbing. I'll need a way to track a non-mutated y velocity even if it changes...
Putting this ticket on hold. It'll block all the high framerate goodness, but I think I wanna just get this out in the world in a timely fashion.
It might be better to keep it at a 60fps lock, and then interpolate position data. Mouse look wouldn't be bound to this cap.
I haven't actually encountered this since. Will have to find a good combat scenario to test this out with.