Mikael Hermansson
Mikael Hermansson
With this extension now having been merged into Godot in the form of an engine module (see [README](https://github.com/godot-jolt/godot-jolt?tab=readme-ov-file)), this extension will be considered to be in maintenance mode going forward....
Thank you for reporting this, and for providing the minimal repro. > Jumping is nearly impossible since you do not get the right amount of height from a jump. Assuming...
Yeah, this is something I've been thinking about for a while now as well. I think it's a good idea, and would probably be trivial to add. I just need...
That's pretty slick. `CSGPolygon3D` seems to rely on exactly that as well, for when you enable/disable collision on it. I need to finish up soft bodies first, so it might...
With this extension now having been merged into Godot in the form of an engine module (see [README](https://github.com/godot-jolt/godot-jolt?tab=readme-ov-file)), this extension will be considered to be in maintenance mode going forward,...
It seems I was too eager to close this. `apply_floor_snap` still runs as of #860, albeit not as often. Since #860 inherently causes planes parallel to the movement vector to...
With this extension now having been ported to Godot, this extension will be considered to be in maintenance mode from now on (see [README](https://github.com/godot-jolt/godot-jolt?tab=readme-ov-file)), where only bug fixes will be...
Just to shed some light on why `body_test_motion` (and `move_and_collide`/`move_and_slide` as a result) is taking so long, you can essentially think of it as doing the following: - Up to...
> Wasn't #92320 supposed to fix this? What #92320 fixes might still be good/relevant, but it does not address this issue, nor did it address the issue that it claimed...
I'm not entirely sure of the consequences of this, but if a quick hack is needed, this might do the trick: ```diff - if (!f.begins_with("res://")) { + if (!f.begins_with("res://") ||...