let character jump up forward when pushing against a wall; other fixes;
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@@ -848,6 +848,10 @@ namespace wi::scene
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for (uint32_t subsetIndex = first_subset; subsetIndex < last_subset; ++subsetIndex)
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{
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const MeshSubset& subset = subsets[subsetIndex];
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SubsetClusterRange& meshlet_range = cluster_ranges.emplace_back();
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if (subset.indexCount == 0)
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continue;
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size_t max_meshlets = meshopt_buildMeshletsBound(subset.indexCount, max_vertices, max_triangles);
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std::vector<meshopt_Meshlet> meshopt_meshlets(max_meshlets);
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@@ -871,7 +875,6 @@ namespace wi::scene
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clusters.reserve(clusters.size() + meshlet_count);
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cluster_bounds.reserve(cluster_bounds.size() + meshlet_count);
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SubsetClusterRange& meshlet_range = cluster_ranges.emplace_back();
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meshlet_range.clusterOffset = (uint32_t)clusters.size();
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meshlet_range.clusterCount = (uint32_t)meshlet_count;
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@@ -2640,6 +2643,10 @@ namespace wi::scene
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{
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return ground_intersect;
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}
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bool CharacterComponent::IsWallIntersect() const
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{
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return wall_intersect;
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}
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bool CharacterComponent::IsSwimming() const
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{
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return swimming;
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