Revert grounded checks to not be grounded by default again
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@@ -376,7 +376,7 @@ impl KinematicCharacterController {
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.compute_aabb(character_pos)
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.compute_aabb(character_pos)
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.loosened(prediction);
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.loosened(prediction);
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let mut grounded = true;
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let mut grounded = false;
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queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
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queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
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if let Some(collider) = colliders.get(*handle) {
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if let Some(collider) = colliders.get(*handle) {
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@@ -404,9 +404,10 @@ impl KinematicCharacterController {
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for m in &manifolds {
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for m in &manifolds {
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let normal = -(character_pos * m.local_n1);
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let normal = -(character_pos * m.local_n1);
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if normal.dot(&self.up) <= 1.0e-5 {
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if normal.dot(&self.up) >= -1.0e-5 {
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grounded = false;
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grounded = true;
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}
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}
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if let Some(kinematic_parent) = kinematic_parent {
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if let Some(kinematic_parent) = kinematic_parent {
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let mut num_active_contacts = 0;
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let mut num_active_contacts = 0;
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let mut manifold_center = Point::origin();
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let mut manifold_center = Point::origin();
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@@ -451,9 +452,13 @@ impl KinematicCharacterController {
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for m in &manifolds {
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for m in &manifolds {
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let normal = character_pos * m.local_n1;
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let normal = character_pos * m.local_n1;
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if normal.dot(&self.up) >= -1.0e-5 {
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if normal.dot(&self.up) <= 1.0e-5 {
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grounded = false;
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for contact in &m.points {
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return false; // We can stop the search early.
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if contact.dist <= prediction {
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grounded = true;
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return false; // We can stop the search early.
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}
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}
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}
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}
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}
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}
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}
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}
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