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Fix move_and_slide wall slide acceleration (3D)
When travel is high enough, keep the global position resulting from the
move_and_collide call, and set the motion to the remainder from the
move_and_collide call. This ensures travel is taken into account once,
rather than twice.
(cherry picked from commit 80c600d86b
)
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@ -1362,7 +1362,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
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} else {
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// Travel is too high to be safely canceled, we take it into account.
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result.travel = result.travel.slide(up_direction);
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motion = motion.normalized() * result.travel.length();
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motion = result.remainder;
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}
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set_global_transform(gt);
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// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
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