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#sunkendaggers — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #sunkendaggers, aggregated by home.social.

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  1. 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

    #GodotEngine #SunkenDaggers #GameDev #ProgressUpdate

  2. 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

    #GodotEngine #SunkenDaggers #GameDev #ProgressUpdate

  3. 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

    #GodotEngine #SunkenDaggers #GameDev #ProgressUpdate

  4. 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

    #GodotEngine #SunkenDaggers #GameDev #ProgressUpdate