Remove "f" (float) type markers that may have crept in through copypasta.
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@ -1127,12 +1127,12 @@
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; Avatar walk-up-stairs parameters
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; If an avatar collides with an object 'close to its feet', the avatar will be
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; moved/pushed up do simulate stepping up.
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;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision.
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;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step
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;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees.
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;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen
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;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor
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;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
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;AvatarStepHeight = 0.6 ; The height, below which is considered a step collision.
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;AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step
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;AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees.
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;AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen
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;AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor
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;AvatarStepUpCorrectionFactor = 0.8 ; Avatar is displaced up the collision height times this factor
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;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
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; Terminal velocity of a falling avatar
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