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@@ -1201,7 +1201,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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if (p_stop_on_slope) {
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if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
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Transform gt = get_global_transform();
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- gt.origin -= collision.travel;
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+ gt.origin -= collision.travel.slide(p_floor_direction);
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set_global_transform(gt);
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return Vector3();
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}
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@@ -1265,7 +1265,7 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity
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if (p_stop_on_slope) {
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// move and collide may stray the object a bit because of pre un-stucking,
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// so only ensure that motion happens on floor direction in this case.
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- col.travel = p_floor_direction * p_floor_direction.dot(col.travel);
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+ col.travel = col.travel.project(p_floor_direction);
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}
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} else {
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apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
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