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#11
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I would guess its some kind of per-frame movement delta interacting with local geometry to determine if you are moving 'enough' to cross the threshold...higher framerates mean a smaller measured movement delta and it may be under some threshold required to move through the door geometry...so its keeps setting you back 'in-place'. It may be some kind of attempt to prevent getting stuck in the doorway or something.
It would be interesting to see what happens if you are moving very slowly ( as in encumbered and walking ) vs. moving very quickly ( ie., under selos ).
__________________
The Ancient Ranger
Awake again. | ||
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