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Improve auto move support (autorun) #2557
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Hi! I'd like to work on this. Where do I start implementing this idea? |
@zeokav: you can look into https://github.com/MovingBlocks/Terasology/pull/2544/files which is a PR in a fairly similar area 🙂 You'll need to have a new |
This feature was made functional in #2647 but I guess I'll leave this open for a bit for additional improvements so we don't lose them (comments in the closed PR aren't very visible. Will update the checklist in the top comment. |
Aye @Cervator ! I got back to trying to get this to work without having to give an ImpulseEvent every time. But I kinda need an explanation on why my approach doesn't work. Here's what I put in -
However... Nothing happens when I do this. Why isn't it registering the event? |
Ideally we could drag in @portokaliu or maybe @pollend on some ideas on physics/movement stuff since they've had some exposure there. Maybe @SkySom or @rzats too :-) Feel free to push a sample branch to your fork any time, makes testing out things easier. |
Good catch @zeokav thanks! Closing this as complete :-) |
Edit: Initially implemented by #2647 - list below updated to cover improvements
Came up while thinking about crouching functionality (see http://forum.terasology.org/threads/crouch-and-prone-controls.1622/#post-14015) and seems to generally be an appreciated feature.
At present we have switch default walk/run ("change speed permanently") on caps lock, which isn't great. We don't have auto-move. Suggestion as noted in the forum:
r
by default)One thing to keep an eye out for: with auto move available you could start moving, open a UI, and keep moving. Can this cause trouble? Interaction screens tied to blocks should likely auto-close after a certain distance, while the player's own inventory screen could stay open.
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