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[3.x] Fix 2D/3D character snap on moving platforms #51489

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pouleyKetchoupp
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Fixes the first point from #50732 (comment) (regression from #51458) on the 3.x branch.
CC @TokageItLab
CC @fabriceci

Applying the platform velocity when leaving the platform floor should be done after snapping to keep things consistent.
Now it's done in both 2D and 3D, as it's already done in 2D on master.

Note: On the 3.x branch, 2D had the same problem as in 3D (the decision to leave the platform was done before snapping occured), but I couldn't reproduce the same slowdown that occurs in 3D. However, I've made the same change to make it safe and consistent with 3D. It doesn't seem to cause any other issue around 2D moving platforms.

Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent.

Now it's done in both 2D and 3D, as it's already done in 2D on master.
@akien-mga akien-mga merged commit e321b5c into godotengine:3.x Aug 17, 2021
@akien-mga
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Thanks!

@pouleyKetchoupp pouleyKetchoupp deleted the fix-moving-platform-3d-snap-3.x branch August 17, 2021 13:55
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3 participants