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6143a02)
that problem was fixed by removing NaNs from
box/box intersection test
I hope
if (aim_world && aim_entity) {
// got both, pick the closest one
if (aim_world.depth < aim_entity.depth) {
if (aim_world && aim_entity) {
// got both, pick the closest one
if (aim_world.depth < aim_entity.depth) {
- // FIXME: somehow this can get stuck on an entity?
aim_entity = EntityCollision();
} else {
aim_world = WorldCollision();
aim_entity = EntityCollision();
} else {
aim_world = WorldCollision();