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Cuboid actor box.

Postby Apeirogon » Thu Dec 07, 2017 6:55 am

Parallelepiped or cuboid, if be more precisely.
Because when there is a need in more or less flat actor it need dance around cylinreds with radius/height equal to 1.
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Re: Cuboid actor box.

Postby Rachael » Thu Dec 07, 2017 6:57 am

GZDoom does not support cylindrical hitboxes, so this feature is already in. The opposite has already been denied.
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Re: Cuboid actor box.

Postby Apeirogon » Thu Dec 07, 2017 8:18 am

What? Why wiki dead silente about this?
How I can make ideal cube actor?
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Re: Cuboid actor box.

Postby Rachael » Thu Dec 07, 2017 8:20 am

All actors are already cubes. They're unable to be anything else.
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Re: Cuboid actor box.

Postby Gez » Thu Dec 07, 2017 8:45 am

Well they're more properly prisms with a square section, since their height is separate from their width.
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Re: Cuboid actor box.

Postby Gutawer » Thu Dec 07, 2017 3:02 pm

Worth noting that they're always AABBs, too - The collision box doesn't rotate with the actor's rotation.
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