The walls should not push back so violently lets make this softer

This commit is contained in:
Kelsi 2026-02-08 18:12:52 -08:00
parent 3eb64dd9dd
commit a503583b6b

View file

@ -2058,7 +2058,10 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
float absNz = std::abs(normal.z);
if (absNz >= 0.45f) continue;
float pushDist = PLAYER_RADIUS - horizDist + 0.02f;
const float SKIN = 0.007f; // small separation so we dont re-collide immediately
const float MAX_PUSH = 0.08f; // cap per triangle contact (tune 0.100.25)
float penetration = (PLAYER_RADIUS - horizDist);
float pushDist = glm::clamp(penetration + SKIN, 0.0f, MAX_PUSH);
glm::vec2 pushDir2;
if (horizDist > 1e-4f) {
pushDir2 = glm::normalize(glm::vec2(delta.x, delta.y));