Open
Conversation
Owner
|
Basically ParCool doesn't fix vanilla features so I'm wondering whether we should do this. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Hello, I would like to ask whether it would be possible to add a transition to the Crawl animation (which relies on the vanilla swimAmount animation).
SlidingAnimator already implements a proper end transition, so it seems reasonable for Crawl to have a similar treatment.
Currently, in PlayerRenderer, the vanilla game applies a fixed positional offset when the player is swimming. This results in some visual inconsistencies, especially when transitioning in or out of the crawl state.


In this PR, the issue is addressed by interpolating the offset value instead of applying it abruptly. An additional offset is applied dynamically to smooth the swimAmount transition.
After this fix:

I am not entirely certain whether this adjustment belongs in this mod, but since Crawl progression consistently depends on this behavior, it seems necessary to refine it here.