Comments (1)
A leg position object has been created to accurately measure the player's current position and calculate whether they can stand up or execute a jump in their current position. This addresses the issue where jumping may not execute even when there appears to be enough space.
from operationderatization.
Related Issues (18)
- Glass from windows/doors isn't rendered correctly from a distance. HOT 1
- Multiple flashbang effects do not refresh properly and can cause the player's screen to glitch.
- Sometimes Visual effects (VFX) indicating enemies are on fire persist indefinitely, even after leaving the fire source area.
- Grass shadows flicker unnaturally on the map.
- Fullscreen canvas overlay does not scale properly on all resolutions.
- Molotov sometimes detects collisions with the player upon throwing and shatters in the air before reaching the player.
- AI starts shooting when they already have a target at the moment of drawing the weapon, even during the weapon drawing animation.
- Opening the equipment selection wheel while transitioning to a cutscene scene causes audio distortion on the cutscene scene (reducing the pitch value of audio mixers). HOT 1
- The sniper rifle has incorrect position, rotation, and collider placement in the hands of AI. HOT 1
- Reload times can duplicate when using the inventory wheel, causing extended wait times before shooting. HOT 1
- Mechanics like shooting or tracking are accessible during scene loading. HOT 1
- Visibility through smoke while zooming with the sniper rifle is too clear. HOT 1
- Images displayed on the projector in the first cutscene extend beyond its boundaries and penetrate through 3D objects. HOT 1
- Bots occasionally attempt to pick up weapons they already have or those carried by other bots or players. HOT 1
- Audio cuts off upon player death. HOT 1
- Switching between different grenades using the "4" key may not always function correctly. HOT 1
- Walking diagonally results in slightly faster movement than normal. HOT 1
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from operationderatization.