Behaviors: Compare and Equals tolerate float noise

admin committed 2026-09-24 08:30:57 +02:00
1 parent c37eacb11e
commit d1d741a193
1 file changed
+3 -1
+3 -1
@@ -115,7 +115,9 @@ shown on the node and editable in the inspector.
`Item at`, `Set item` (a *new* list, the one that came in is left alone), `Sub list`,
`Join lists`, `Index of` (by identity where the items are objects), structs `Pack`/`Expand`,
`Length`, `Distance`, `Normalize`, `Axis input` (four keys → a
normalized direction, so diagonals are not faster), `Compare`, `And/Or/Not`, `Key is down`,
normalized direction, so diagonals are not faster), `Compare` (two numbers count as equal up to
float noise, a relative 1e-9, so `time - late == 6` holds without a `Round`; `Equals` does the
same for two numbers), `And/Or/Not`, `Key is down`,
`Mouse position`, `Mouse button`, `Is hovered`, `Is touching`, `Get velocity`, `Current state` (name and id), `Is in state` (one boolean per state) ·
actions `Move` (dx, dy, scale, dt — connect an event's dt for per-second movement; in the object's own axes, which a turned parent turns too; with *Collide with solids* it slides along what it hits, less friction, and outputs `blocked x/y`, `hit` and the contact `normal x/y`, see [Colliders](Colliders)), `Set position`, `Spawn`
(asset setting + x/y/z, optional parent → outputs the new object), `Destroy`, `Emit` (starts a particle source over, see *Particles*),