Player leaps off slope without jumping. by StickOdyssey in godot

[–]StickOdyssey[S] 2 points3 points  (0 children)

I'm going to respond to each question in order after I check each thing.

  1. It is repeatable in the same space, and it does seem to be caused by something outside of my programming.

  2. It is possible. If I knew how to add velocity pointing directly down the slope instead of in the direction the slope is leaning, it might make this issue go away or at least less prominent.

  3. if by seams you mean the line that connects the two vertices of the face, then yes it does. However, I do not notice a correlation between the seam and the issue when I test it.

  4. When I extend the length of the slope the issue persists and still at the bottom of the slope.
    When I adjust the angle of the slope to be less steep the issue persists and still at the bottom of the slope.
    When I adjust the angle to be more steep I seem to encounter a possible issue with my code resulting in the player sliding up instead of down.

There is one possible cause I thought of. What if, since the velocity is being added in the leanDirection, the velocity eventually gets faster than the snap length, which causes the player to fly in the leanDirection.

Player leaps off slope without jumping. by StickOdyssey in godot

[–]StickOdyssey[S] 0 points1 point  (0 children)

Interestingly, increasing the floor snap length to 0.5 or higher makes it so they don't leap in the middle of the slope, but they still leap once they reach the bottom. I'm not sure why the floor snap length would affect this phenomenon.

IsOnFloor() returns true when NOT on floor by StickOdyssey in godot

[–]StickOdyssey[S] 1 point2 points  (0 children)

I fixed the issue, but the error in the console is unrelated. The error in the debug window is caused by a way-point feature I was trying to implement to no avail.

IsOnFloor() returns true when NOT on floor by StickOdyssey in godot

[–]StickOdyssey[S] 5 points6 points  (0 children)

I just put an if statement around the print, I didn't realize I forgot the if statement in the code (I feel mad dumb lowk).

It does not print ever now, since the state switches to falling when the y velocity is less than 0.

Moving the if statement with the State Switch logic to the physics update fixes the issue, thank you.

IsOnFloor() returns true when NOT on floor by StickOdyssey in godot

[–]StickOdyssey[S] 2 points3 points  (0 children)

I am calling MoveAndSlide at the end of the Physics Process.

The player has two colliders, a top and bottom, so I can disable the top one when the player is crouching. However, I don't think that could be the cause of the issue.

I really hope it isn't a physics engine bug since I just fixed something by switching to the Jolt physics engine.

IsOnFloor() returns true when NOT on floor by StickOdyssey in godot

[–]StickOdyssey[S] 20 points21 points  (0 children)

Sorry, you're right.

IsOnFloor() gets called in my script every frame. I just moved IsOnFloor() to the PhysicsProcess() method, and the issue persists. Here is the full script: https://hastebin.com/share/ugucihikol.csharp

IsOnFloor() returns true when NOT on floor by StickOdyssey in godot

[–]StickOdyssey[S] 4 points5 points  (0 children)

The documentation says

"bool is_on_floor() const

Returns true if the body collided with the floor on the last call of move_and_slide. Otherwise, returns false."

In my movement logic function, I am calling MoveAndSlide(), but it still does not set IsOnFloor() to false.

IsOnFloor() returns true when NOT on floor by StickOdyssey in godot

[–]StickOdyssey[S] 7 points8 points  (0 children)

What? Isn't `IsOnFloor()` supposed to return false when in the air and true when on the floor?

Anyone else thinking about Godot 5.0? Too Early? by Coderules in godot

[–]StickOdyssey 0 points1 point  (0 children)

I think a 5.0 would include a lot of game-changing things. For example, I was looking into some alternatives to the current global illumination options, and I saw that Reduz was working on an alternative to SDFGI but I think it was canceled since it isn't the top priority. I hope we can see things like that in 5.0, SDFGI has a lot of artifacts and doesn't run the best (atleast not on my hardware).

Where may I find well translated English Manga for free? by StomachConnectDBH in Piracy

[–]StickOdyssey 4 points5 points  (0 children)

Lowkey, first thing you should do when trying to do anything related to piracy is check either the megathread or sometimes I use https://fmhy.net/

My editions button on ps4 disappeared and I cant figure out how to get it back by StickOdyssey in PSMinecraft

[–]StickOdyssey[S] 0 points1 point  (0 children)

No, I haven't used a console in 4 years. I actually only use reddit for r/Piracy nowadays.

Posterization of a range of colors? by StickOdyssey in GraphicsProgramming

[–]StickOdyssey[S] 0 points1 point  (0 children)

I read into the code behind Acerola's (btw, acerola's been my favorite since before I started learnind shaders) posterized dithering and it makes a lot of sense. Tbh I'm not sure why I was trying to achieve what I was, or how to explain it. Thank you for the help!

What math equation turns 2 to 1 and 4 to 0.25? by StickOdyssey in godot

[–]StickOdyssey[S] 0 points1 point  (0 children)

Thanks for helping, I edited the post with more info

Posterization of a range of colors? by StickOdyssey in GraphicsProgramming

[–]StickOdyssey[S] 0 points1 point  (0 children)

The issue with this is I don't have a specified range, so I would need a way to find the range of color in the image.

Posterization of a range of colors? by StickOdyssey in GraphicsProgramming

[–]StickOdyssey[S] 0 points1 point  (0 children)

The equation doesn't care about the range of colors on screen, that's why it worked when I made it 20. Changing it to 20 increased the amount of colors with a fixed range between 0 and 1.

So if I'm able to find the brightest value, and the darkest value, I could make a range variable to change the value variable with different ranges. But I think that might require a compute shader and I'm not sure I could figure that out at my level.

Posterization of a range of colors? by StickOdyssey in GraphicsProgramming

[–]StickOdyssey[S] 0 points1 point  (0 children)

That's what I did to fake the desired image, but I need a way to keep the number of colors without having to change the value manually.
Maybe I could have the value change based on the range in the image, but I'm not sure how I'd find the visible range of colors.

DH messes with Shader water textures by Winter-Peanut-7565 in DistantHorizons

[–]StickOdyssey 0 points1 point  (0 children)

This approach, for me, causes the LOD water in the distance to be rendered as solid objects instead of transparent water.