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authorKae <80987908+Novaenia@users.noreply.github.com>2023-06-30 06:35:32 +1000
committerKae <80987908+Novaenia@users.noreply.github.com>2023-06-30 06:35:32 +1000
commitcb1390e9f32eb29b603cdf8bc657ead612f8936e (patch)
tree8d4facc1ba76215ae903975388d4248bbd3429ba /source/game/StarMovementController.cpp
parent76089ac665f21d88d5d0a841eab91aeed6b82ce9 (diff)
Fix movement controllers falling through platforms at low timestep hz
Diffstat (limited to 'source/game/StarMovementController.cpp')
-rw-r--r--source/game/StarMovementController.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/game/StarMovementController.cpp b/source/game/StarMovementController.cpp
index 2baaaf5..9f2d66c 100644
--- a/source/game/StarMovementController.cpp
+++ b/source/game/StarMovementController.cpp
@@ -980,6 +980,9 @@ MovementController::CollisionResult MovementController::collisionMove(List<Colli
MovementController::CollisionSeparation MovementController::collisionSeparate(List<CollisionPoly>& collisionPolys, PolyF const& poly,
bool ignorePlatforms, float maximumPlatformCorrection, Vec2F const& sortCenter, bool upward, float separationTolerance) {
+
+ maximumPlatformCorrection *= WorldTimestep * 60.0f;
+
CollisionSeparation separation = {};
separation.collisionKind = CollisionKind::None;
bool intersects = false;