Releases: qhdwight/bevy_fps_controller
Releases · qhdwight/bevy_fps_controller
v0.3.0
Warning
You most likely need to modify your player collider after updating to this version! Now the player transform needs to be at the center of the collider. This is to accommodate cylinders as the new recommended default collider.
- Update to Bevy 0.14 and Rapier 0.27
- Change player collider in example to a cylinder
- Massively improve step feature, only for colliders right now
v0.2.6-rc.2
- Update to Bevy 0.14 release candidate
- Cylinder now recommended as the collider type. Minimal example changed to reflect this
- Auto-step implemented well this time, only can be used with cylinder
v0.2.5
v0.2.4
v0.2.2
Update to Bevy v0.11.0
Credit to @codybloemhard for bumping
v0.2.1
v0.2.0-dev
Update to Bevy 0.10.0 and 0.21.0
Makes use of .chain()
and .add_systems(...)
to clean up the ordering in the controller systems. Logic with Windows has been changed as they are now entities instead of resources .Not much else has been impacted.
v0.1.8-dev
- Support sloped ground
- Better logic for not falling off ledge while crouching. Now you can move in direction along ledge as we only subtract off component that is overhanging. Still not happy as there are some edges cases where you can fall off.
- Internal calculations modify linvel in-place instead of keeping a separate variable. An example is when you run into a wall you want your velocity to diminish instead of remaining a pegged value. Then you don't glitch and fly off the wall when finally free.
- Add real playground scene that I modeled in Blender and exported with GLTF.
- Beta step offset feature, disabled by default
PR: #15