Cogito and Godot Engine Version:
Cogito 1.1.2, Godot 4.5
Description:
Some Errors that comes up in the debugger on the NPC and Basic enemy
Reproduction steps:
Run the game and go to lab; When you close the game you can see the errors
** Proposed fixed: **
In the cogito_basic_enemy.gd line 196 add just a simple control to make sure target_basis is not zero:
var target_basis = Basis.looking_at(Vector3.FORWARD)
if look_at_target_xz != Vector3.ZERO:
target_basis= Basis.looking_at(look_at_target_xz)
basis = basis.slerp(target_basis, 0.2)
In cogito_npc.gd (line 120) the blend_position should be a vector2D:
animation_tree.set("parameters/Movement/blend_position", Vector2.ZERO)
After this no errors show up concerning cogito scripts
Cogito and Godot Engine Version:
Cogito 1.1.2, Godot 4.5
Description:
Some Errors that comes up in the debugger on the NPC and Basic enemy
Reproduction steps:
Run the game and go to lab; When you close the game you can see the errors
** Proposed fixed: **
In the cogito_basic_enemy.gd line 196 add just a simple control to make sure target_basis is not zero:
var target_basis = Basis.looking_at(Vector3.FORWARD)
if look_at_target_xz != Vector3.ZERO:
target_basis= Basis.looking_at(look_at_target_xz)
basis = basis.slerp(target_basis, 0.2)
In cogito_npc.gd (line 120) the blend_position should be a vector2D:
animation_tree.set("parameters/Movement/blend_position", Vector2.ZERO)
After this no errors show up concerning cogito scripts