pull_requests: 392610906
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id | node_id | number | state | locked | title | user | body | created_at | updated_at | closed_at | merged_at | merge_commit_sha | assignee | milestone | draft | head | base | author_association | auto_merge | repo | url | merged_by |
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392610906 | MDExOlB1bGxSZXF1ZXN0MzkyNjEwOTA2 | 2850 | closed | 0 | improve consistency for npk falling damage | 8909245 | This PR builds on https://github.com/ACEmulator/ACE/pull/2848 The code changes for this particular PR are minor, and the exact changes will be clearer after 2848 is merged in 2848, and in particular the /showvelocity command, have revealed some issues with PhysicsObj.Velocity not being set back to 0 properly after NPK jumping This PR updates NPKs so they do full physics ticks @ 30hz while their Velocity != Vector3.Zero, similar to the full ticks that PKs do when they are moving or animating Physics.Velocity is used for jumping only... the movement from animations is stored separately in CachedVelocity This fixes the bug where NPKs can jump, and then perform no further movement motions while airborne, to avoid taking falling damage | 2020-03-23T20:02:44Z | 2020-03-24T01:02:52Z | 2020-03-24T01:02:52Z | 2020-03-24T01:02:52Z | 97bd5cbd67e764f3ded389a6f386f51f50d4cb9f | 0 | 808c3cf053bb28b662fbc570a59c7e3064ff2353 | 56255472e47387fa3198c1895248a30be8239ca9 | COLLABORATOR | 79078680 | https://github.com/ACEmulator/ACE/pull/2850 |
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