Made all numbers use similar format; also created variants of the mod, see at the bottom
Controls:
- Attack/Interact: add a line in console output, useful to visually separate the data
- Jump or leave the ground: Start recording. Stops when no longer pressing Jump and the player character lands on the ground.
Data format:
new: 0,0500000976, old + delta: 0,0500000976, OffGroundTime: 0,116666667
CanJump: True, IsAtCeiling: False
Y delta: -5,462219, Y velocity: -14,7429276
jump Y velocity : -15,6429291
jump Y velocity delta: 1,12731171, substep gravity: 0,900001764
player Y velocity delta: 2,02731133
Player is jumping
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newandold + deltacorrespond tojumpTimein ms, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the current jump has been going, how physics frames look like, and when the jump time gets cleared or stays at 0 (which is the only time when these 2 values are different).CanJumpis a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.OffGroundTime(in ms) andIsAtCeilingshould be self explanatory.Y deltais change in Y position of player compared to the start of the jump sequence,Y velocityis Y velocity of player.jump Y velocityis the velocity that is being applied during a jump,jump Y velocity deltais a change in that velocity compared to previous frame,substep gravityis how much gravity is applied in current frame (doesn't change outside of slowed time).player Y velocity deltais change in player Y velocity compared to previous frame.Player is jumpingshows up whenever player pressing Jump button was detected. When the button is not pressed, the line is empty.
First file is the standard format, like in the above description or README.
Second file changes time values to be raw floats.
Third file also adds binary representation of those times into printout.