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should allow grounding with no movement counter to the up direction #481

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1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@
to propagate it to the multibody).
- Remove an internal special-case for contact constraints on fast contacts. The doesn’t seem necessary with the substep
solver.
- Character controller's snap to ground can now trigger with a movement orthogonal to its up vector.

## v0.19.0 (05 May 2024)

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2 changes: 1 addition & 1 deletion src/control/character_controller.rs
Original file line number Diff line number Diff line change
Expand Up @@ -368,7 +368,7 @@ impl KinematicCharacterController {
result: &mut EffectiveCharacterMovement,
) -> Option<(ColliderHandle, ShapeCastHit)> {
if let Some(snap_distance) = self.snap_to_ground {
if result.translation.dot(&self.up) < -1.0e-5 {
if result.translation.dot(&self.up) <= 0.0 {
let snap_distance = snap_distance.eval(dims.y);
let offset = self.offset.eval(dims.y);
if let Some((hit_handle, hit)) = queries.cast_shape(
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