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move_and_slide compatibility breakage between 3.0 and 3.1-alpha1 #21683
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You are comparing floating point numbers, while you can't expect perfect equality of two floating point values. |
I can confirm the issue, though it seems to me that it was a bug that it worked properly in 3.0.
The difference is in In 3.0:
In 3.1-alpha:
and so on and so forth. |
And yes as @groud mentions, if you actually want to lerp the value all the way down to 0 by cutting 20% each frame, you will never reach the integer 0, so you should compare to an epsilon - but I doubt that's the logic you want to go for anyway, as it means the friction takes quite some time to slow the player down to standstill. |
I think the new behaviour is correct and this was actually fixing a bug in 3.0, but as it breaks compatibility, we need to decide how to handle it properly. |
My point was about comparing floating point values in general, but indeed in that case the code also leads you to never reach the value. |
@akien-mga the old behavior was pretty broken. we are breaking compat but it was not working well before. |
As long as we document it properly, that's fine with me. @Calinou Could you add a mention to this in your 3.1 release notes as compatibility breakage? |
@akien-mga I added it to the changelog 🙂 |
Thanks, closing then. |
Godot version:
v3.1.alpha.official
OS/device including version:
Windows 10 Home, Version 1803
Issue description:
This code worked in previous versions of Godot:
But in the current version the idle animation is not played if motion.x is set to 0.
The problem also occurs with other Lerp/move_and_slide related Code, not only with animations.
For some reason, Godot doesn't realize that the value is 0.
(In another project Lerp couldn't even set the value to 0 but only to -4 for some reason, but I can't reproduce that anymore.)
Minimal reproduction project:
Bug.zip
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