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Fix jumping animation glitches caused by minor vertical movements. Should resolve Bug #1271.
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1 changed files with 7 additions and 1 deletions
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@ -1090,7 +1090,13 @@ void CharacterController::update(float duration)
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if (inwater || flying)
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cls.getCreatureStats(mPtr).land();
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if(!onground && !flying && !inwater)
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// FIXME: The check for vec.z is a hack, but onground is not a reliable
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// indicator of whether the actor is on the ground (defaults to false, which
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// means this code block will always execute at least once for most, and
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// collisions can move z position slightly off zero). A very small value of
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// 0.1 is used here, but maybe something larger like 10 should be used.
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// Should resolve Bug#1271.
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if(!onground && !flying && !inwater && vec.z > 0.1f)
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{
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// In the air (either getting up —ascending part of jump— or falling).
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