View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000181 | RPG Architect | General | public | 2024-03-21 00:31 | 2024-09-12 15:50 |
Reporter | Mondune | Assigned To | Locke | ||
Priority | high | Severity | minor | Reproducibility | N/A |
Status | closed | Resolution | fixed | ||
Product Version | Early Access | ||||
Target Version | 1.0 | ||||
Summary | 0000181: Rework Tile-Based Movement | ||||
Description | Tile-based movement should validate if the entire path is clear in a manner better than what it currently does. This needs to account for Collisions/Tile-Tags that are post-processed. Likely, we need to simulate hitting the "mid-point" between tile moves (for all tile-based movement), such that we have: ----- | |o| --o-- |x| | ----- If the actor is moving Northeast (per example), we check each point (marked "o") -- the midpoint between movement for the total collider. In addition, this should leverage the collision query for Bepu. | ||||
Tags | Engine | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
2024-03-21 00:31 | Mondune | New Issue | |
2024-03-21 00:31 | Mondune | Status | new => assigned |
2024-03-21 00:31 | Mondune | Assigned To | => Locke |
2024-03-21 00:31 | Mondune | Tag Attached: Engine | |
2024-03-21 00:31 | Mondune | Status | assigned => confirmed |
2024-03-21 00:33 | Mondune | Status | confirmed => assigned |
2024-03-21 02:43 | Locke | Target Version | => 1.0 |
2024-05-08 00:46 | Locke | Status | assigned => resolved |
2024-05-08 00:46 | Locke | Resolution | open => fixed |
2024-09-12 15:50 | Locke | Status | resolved => closed |