Sever wrote:Yeah, so? The movement stops because hitboxes collide. If they collide one way but not the other, that's a fault in the position of the hitbox. If the hitbox detection itself works differently (i.e. better or worse) based on the angle of movement, then the programmer should be replaced with someone who knows how to use the entire keyboard.
It's not that it works "better or worse" depending on angle, it's simply that unless you make 110% sure you are walking in a straight line (as in, a line not slanted even
slightly towards the herbalist tables, which is almost impossible unless you use some sort of client feature), then you are going to collide with them.
Now, add to what I just said the fact that hitboxes rotate whenever an entity rotates (even if only slightly), so using the picture you described you can figure out how easily one of the corners of your character's hitbox could end up barely scratching the hitbox of the herb tables (unless again, you're walking in a 100% perfectly straight line), hence causing a collision.
If you look at your character's hitbox in the picture you provided you can easily notice proof of what I said (the hitbox isn't a perfect straight square like the herb table's), so it must be rotated at at the very least a small angle, causing you to collide whenever you walk in that direction.
I think if anything the problem here could be that the player's hitbox should be made into a circle instead of a square to prevent problems like this.
EDIT: Actually, upon re-reading your post I can see what you mean. Perhaps the player hitbox is not perfectly centered around its coordinates, and when the player rotates one of the sides just rams itself into the herb tables.