feat: add Activateable in Lightkeeper
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@@ -183,8 +183,6 @@ bool FirstPersonController::CheckGrounded() const
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const float radius = m_Capsule->GetRadius();
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const float bottom = center.y - m_Capsule->GetHeight() * 0.5f;
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// Rays start inside the capsule (ignoring it) so they are always above the floor, even when the solver
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// leaves the capsule sunk in a little. The outer rays catch standing on an edge.
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const float spread = radius * 0.7f;
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const std::array<glm::vec2, 5> offsets{
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glm::vec2{0.0f, 0.0f},
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