Make sure stop on slope can have a tiny bit of precision edge.
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@ -1290,7 +1290,7 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
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floor_velocity = collision.collider_vel;
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if (p_stop_on_slope) {
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if (Vector2() == lv_n + p_floor_direction && collision.travel.length() < 1) {
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if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
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Transform2D gt = get_global_transform();
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gt.elements[2] -= collision.travel.project(p_floor_direction.tangent());
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set_global_transform(gt);
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@ -1222,7 +1222,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve
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floor_velocity = collision.collider_vel;
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if (p_stop_on_slope) {
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if (Vector3() == lv_n + p_floor_direction) {
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if ((lv_n + p_floor_direction).length() < 0.01) {
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Transform gt = get_global_transform();
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gt.origin -= collision.travel;
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set_global_transform(gt);
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