- fixed possible crash on slow machines, where entities can spawn in water next to unloaded blocks.
- fixed possible problem on slow machines when entity timeout is set shorter than dtime duration.
Yes I am.Lone_Wolf wrote:Are you planning on making them jump across gaps like this? Maybe using jump_height to determine how large of a gap they can jump across
That's easy if the player is attached to the glider, then the glider entity controls all movement and you don't need to worry about player physics at all.voxelproof wrote:The idea is to make hangglider flight work independently of default player's walking speed and, moreover, of direction keys (WSAD) in general
Great, hopefully I'll be able to check it out this weekend.Extex wrote:Eagle is done