workaround stupid monolith

This commit is contained in:
Quaternions 2023-11-16 18:40:24 -08:00
parent 4998f3803a
commit bb2a5e2d35

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@ -1503,7 +1503,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
} }
let a=self.refresh_walk_target(); let a=self.refresh_walk_target();
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a); set_acceleration(&mut self.body,&self.touching,&self.models,&self.style.mesh(),a);
}, },
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{ (PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop //I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop