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partial port of kinematicCharacterMover #3902
partial port of kinematicCharacterMover #3902
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Other than the minor optimizations I suggested, everything seems fine. Game runs and behaves as expected.
engine/src/main/java/org/terasology/logic/characters/KinematicCharacterMover.java
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engine/src/main/java/org/terasology/logic/characters/CharacterMovementSystemUtility.java
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…MovementSystemUtility.java Co-Authored-By: Kevin Blaszczyk <kevin.blaszczyk@gmail.com>
…CharacterMover.java Co-Authored-By: Kevin Blaszczyk <kevin.blaszczyk@gmail.com>
…ematic-character-mover
…ollend/Terasology into feature/joml-kinematic-character-mover
I tested this with a couple modules, Default Standard, Light and Shadow. the movement seems unaffected so I think this should be ok to merge. @4Denthusiast If there isn't any rejection I'll probably merge this later today. |
Did some more testing with multiplayer and a physics / movement focus. Looks good 👍 |
Here is a partial port of the KinematicCharacterMover. Player character should still move the same way without the changes in this file. I'll probably go through and tweaks some of the uses of Quat4f and replace them with their JOML alternatives. The kinematic character mover is an internal class to the engine so there is close to no impact on module space unless I start updated events that are emitted from the character mover.