gg.easy.airship 0.1.1813 → 0.1.1815

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@@ -131,9 +131,9 @@ namespace Code.Player.Character {
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  //Blend directional influence
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  float blendMod = targetMagnitude > currentMagnitude ? this.directionalBlendLerpMod : this.directionalBlendLerpMod /2f;
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  currentVelNormalized = Vector2.MoveTowards(currentVelNormalized, targetVelNormalized, blendMod * Time.deltaTime);
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- animator.SetFloat("VelX", currentVelNormalized.x);// * Mathf.Clamp01(currentPlaybackSpeed));
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+ animator.SetFloat("VelX", Mathf.Abs(currentVelNormalized.x) < .01 ? 0 : currentVelNormalized.x);// * Mathf.Clamp01(currentPlaybackSpeed));
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  animator.SetFloat("VelY", Mathf.Lerp(animator.GetFloat("VelY"), verticalVel, Time.deltaTime*1.5f));
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- animator.SetFloat("VelZ", currentVelNormalized.y);// * Mathf.Clamp01(currentPlaybackSpeed));
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+ animator.SetFloat("VelZ", Mathf.Abs(currentVelNormalized.y) < .01 ? 0 : currentVelNormalized.y);// * Mathf.Clamp01(currentPlaybackSpeed));
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  animator.SetFloat("Speed", targetMagnitude);
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@@ -391,7 +391,7 @@ private void OnEnable() {
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  * md.State MUST be set in all cases below.
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  * We CANNOT read md.State at this point. Only md.PrevState.
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  */
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- var isMoving = md.moveDir.sqrMagnitude > 0.1f;
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+ var isMoving = currentVelocity.sqrMagnitude > .1f;
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  var inAir = didJump || (!detectedGround && !prevStepUp);
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  var tryingToSprint = moveData.onlySprintForward ?
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  md.sprint && this.graphicTransform.InverseTransformVector(md.moveDir).z > 0.1f : //Only sprint if you are moving forward
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gg.easy.airship",
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- "version": "0.1.1813",
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+ "version": "0.1.1815",
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  "displayName": "Airship",
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  "unity": "2021.3",
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  "unityRelease": "12f1",