From bd5e7b562fc96ed91314cd68e0b7cd4cb8621c78 Mon Sep 17 00:00:00 2001 From: austin Date: Thu, 24 Apr 2025 19:08:46 -0400 Subject: [PATCH] fix jump trees not activating bodies --- docs/src/progress/renderertodo.md | 1 + .../electrosphere/entity/state/movement/jump/ClientJumpTree.java | 1 + .../electrosphere/entity/state/movement/jump/ServerJumpTree.java | 1 + 3 files changed, 3 insertions(+) diff --git a/docs/src/progress/renderertodo.md b/docs/src/progress/renderertodo.md index 9f4b9610..a1ac9d19 100644 --- a/docs/src/progress/renderertodo.md +++ b/docs/src/progress/renderertodo.md @@ -1520,6 +1520,7 @@ Fix nav mesh construction params (04/24/2025) GriddedDataCellManager debugging tools NavMesh bugfix +Fix jump tree not enabling physics body diff --git a/src/main/java/electrosphere/entity/state/movement/jump/ClientJumpTree.java b/src/main/java/electrosphere/entity/state/movement/jump/ClientJumpTree.java index ba278581..03b01e71 100644 --- a/src/main/java/electrosphere/entity/state/movement/jump/ClientJumpTree.java +++ b/src/main/java/electrosphere/entity/state/movement/jump/ClientJumpTree.java @@ -107,6 +107,7 @@ public class ClientJumpTree implements BehaviorTree { body.setLinearVel(linearVelocity.get0(), 0, linearVelocity.get2()); //push parent up body.addForce(0, currentJumpForce, 0); + body.enable(); if(currentFrame >= jumpFrames){ GravityUtils.clientAttemptActivateGravity(parent); } diff --git a/src/main/java/electrosphere/entity/state/movement/jump/ServerJumpTree.java b/src/main/java/electrosphere/entity/state/movement/jump/ServerJumpTree.java index bb680bad..36c3b5c5 100644 --- a/src/main/java/electrosphere/entity/state/movement/jump/ServerJumpTree.java +++ b/src/main/java/electrosphere/entity/state/movement/jump/ServerJumpTree.java @@ -89,6 +89,7 @@ public class ServerJumpTree implements BehaviorTree { body.setLinearVel(linearVelocity.get0(), 0, linearVelocity.get2()); //push parent up body.addForce(0, currentJumpForce, 0); + body.enable(); //potentially disable if(currentFrame >= jumpFrames){ this.setState(JumpState.AWAITING_LAND);