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Author SHA1 Message Date
df7db2bc9b Merge pull request 'Update release with fixes' (#4) from main into release/prohel-02-26
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Reviewed-on: #4
2026-03-08 09:38:44 +00:00
d2a9988fd5 Merge pull request 'trying to fix export' (#3) from main into release/prohel-02-26
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Create tag and build when new code gets to main / ReleaseName (push) Successful in 3s
Create tag and build when new code gets to main / Release (push) Successful in 10m52s
Reviewed-on: #3
2026-02-26 16:38:32 +00:00

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@@ -2223,10 +2223,14 @@ public partial class PlayerController : CharacterBody3D,
_spaceState = GetWorld3D().DirectSpaceState;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
// Limit maximum speed
if (Velocity.Length() > AbsoluteMaxSpeed)
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
// Manage head and camera movement
LookAround(delta);
// Manage general movement
Velocity += ComputeKnockback();
MoveSlideAndHandleStairs((float) delta);
@@ -2234,14 +2238,19 @@ public partial class PlayerController : CharacterBody3D,
// Manage gameplay systems
MantleSystem.ProcessMantle(_grounded.Active);
HandleEnemyTargeting();
}
public override void _Process(double delta)
{
// Manage head and camera movement
LookAround(delta);
EffectsManager.UpdateEffects(delta);
// Manage dash target and tutorial specific stuff
// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = false;
// }
// if (!WeaponSystem.InHandState.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = true;
//
// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
// }
}
///////////////////////////