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Remove infinite inertia and ray shapes from CharacterBody #51490

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merged 1 commit into from
Aug 11, 2021

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pouleyKetchoupp
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Infinite inertia:
This option allowed kinematic bodies to ignore collision with rigid bodies and push them.
It's not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters.
PRs: #42641 & #50625

Ray shapes:
They were introduced as a workaround to allow constant speed on slopes, which is now possible in a more flexible way using the new property constant_speed_on_floor in CharacterBody.
PR: #51027

Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
@fire
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fire commented Aug 11, 2021

@TokageItLab You were interested in the upward staircase movement?

Does this solve that?

@TokageItLab
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TokageItLab commented Aug 11, 2021

@fire Probably no. First we need to solve the problem of jittering to slipping down the slope described in the comment and #50756. I was only suggesting the possibility that a side effect of that (preventing jitter) might be the impossibility of climbing low steps.
This PR has nothing to fix that, but remove properties that are no longer needed.

@akien-mga akien-mga merged commit 7d43da9 into godotengine:master Aug 11, 2021
@akien-mga
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Thanks!

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4 participants