All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
- Registered
Option<Vec3>
soforward_vector
can be inspected
- An override for skipping ground check.
- Exclude entities set for the controller settings to ignore certain entities in ground cast.
- Updated to bevy 0.11
- Do multiple shape casts.
- Spring damping force is now the damping ratio instead of a direct coefficient to the damped harmonic oscillator equation
- <1 is under-damped
- 1 is critically damped
- >1 is over-damped
- First person example:
- Mouse sensitivity no longer dependent on delta time
- Sensitivity also scaled more based on common default sensitivities in FPS games (e.g. Valorant)
- Cursor locked/invisible on launch
- Clamp instead of normalize, so partial inputs work
- Damping velocity takes into account angular velocity
- Acceleration bugs.
- Publicize systems.
- Resolve jitter.
- Update to bevy 0.8.
- GlobalTransform to bundles.
- Starship example.
- Preset constructors.
- Tweak upright force to feel better.
- Rename CCBundle to FPSBundle.
- Reduce dependencies.
- Mid-air jumps.
- Improved jump consistency.
- Made physics tweaks optional.
- Coyote time.
- Jump buffering.
- Split settings from controller and added input.
- Movement system proof of concept.