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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
RWTH VR Toolkit
Commits
ace5e78b
Commit
ace5e78b
authored
7 months ago
by
David Gilbert
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Merge branch 'dev/5.4' into fix/CAVESnapTurn
parents
3c7cf620
3da9a6a2
Branches
Branches containing commit
Tags
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2 merge requests
!107
UE5.4-2024.1-rc1
,
!100
Splits mouse rotation from IA_Turn to avoid snap turn on CAVE
Pipeline
#463087
failed
7 months ago
Stage: analyze
Stage: generate
Stage: build
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.gitlab-ci.yml
+1
-1
1 addition, 1 deletion
.gitlab-ci.yml
Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
+7
-9
7 additions, 9 deletions
...kit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
with
8 additions
and
10 deletions
.gitlab-ci.yml
+
1
−
1
View file @
ace5e78b
...
@@ -148,7 +148,7 @@ Build_Linux_Without_Cluster:
...
@@ -148,7 +148,7 @@ Build_Linux_Without_Cluster:
artifacts
:
true
artifacts
:
true
# Deploys to vrdev
# Deploys to vrdev
Deploy_Windows
:
.
Deploy_Windows
:
rules
:
rules
:
-
if
:
$CI_PIPELINE_SOURCE == "web"
-
if
:
$CI_PIPELINE_SOURCE == "web"
-
if
:
$CI_PIPELINE_SOURCE == "schedule"
-
if
:
$CI_PIPELINE_SOURCE == "schedule"
...
...
This diff is collapsed.
Click to expand it.
Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
+
7
−
9
View file @
ace5e78b
...
@@ -41,8 +41,11 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
...
@@ -41,8 +41,11 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
{
{
// you are only allowed to move horizontally in NAV_WALK
// you are only allowed to move horizontally in NAV_WALK
// everything else will be handled by stepping-up/gravity
// everything else will be handled by stepping-up/gravity
// so remove Z component for the input vector of the UFloatingPawnMovement
// so rotate the input vector onto horizontal plane
InputVector
.
Z
=
0.0
f
;
const
FRotator
InputRot
=
FRotator
(
InputVector
.
Rotation
());
const
FRotator
InputYaw
=
FRotator
(
0
,
InputRot
.
Yaw
,
0
);
InputVector
=
InputRot
.
UnrotateVector
(
InputVector
);
InputVector
=
InputYaw
.
RotateVector
(
InputVector
);
ConsumeInputVector
();
ConsumeInputVector
();
AddInputVector
(
InputVector
);
AddInputVector
(
InputVector
);
}
}
...
@@ -67,13 +70,8 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
...
@@ -67,13 +70,8 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
}
}
}
}
// in case we are in a collision and collision checks are temporarily deactivated, we only allow physical
// in case we are in a collision and collision checks are temporarily deactivated.
// movement without any checks, otherwise check collision during physical movement
if
(
!
bCollisionChecksTemporarilyDeactivated
)
if
(
bCollisionChecksTemporarilyDeactivated
)
{
ConsumeInputVector
();
}
else
{
{
// so we add stepping-up (for both walk and fly)
// so we add stepping-up (for both walk and fly)
// and gravity for walking only
// and gravity for walking only
...
...
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