#sunkendaggers — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #sunkendaggers, aggregated by home.social.
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Progress this weekend:
- fixed the player knife going off in random rotations since the raycast was colliding with the melee attack hitbox
- fixed controller trigger being used as button input acting inconsistently in Godot 4 (fix: use Input.is_action_just_pressed)
- built a mesh merging tool to optimize our GridMap based levels. It checks adjacent cells and removes internal faces and colliders
- fixed grapple pull stopping on any collision -
Progress this weekend:
- fixed the player knife going off in random rotations since the raycast was colliding with the melee attack hitbox
- fixed controller trigger being used as button input acting inconsistently in Godot 4 (fix: use Input.is_action_just_pressed)
- built a mesh merging tool to optimize our GridMap based levels. It checks adjacent cells and removes internal faces and colliders
- fixed grapple pull stopping on any collision -
Progress this weekend:
- fixed the player knife going off in random rotations since the raycast was colliding with the melee attack hitbox
- fixed controller trigger being used as button input acting inconsistently in Godot 4 (fix: use Input.is_action_just_pressed)
- built a mesh merging tool to optimize our GridMap based levels. It checks adjacent cells and removes internal faces and colliders
- fixed grapple pull stopping on any collision -
Progress this weekend:
- fixed the player knife going off in random rotations since the raycast was colliding with the melee attack hitbox
- fixed controller trigger being used as button input acting inconsistently in Godot 4 (fix: use Input.is_action_just_pressed)
- built a mesh merging tool to optimize our GridMap based levels. It checks adjacent cells and removes internal faces and colliders
- fixed grapple pull stopping on any collision