WIP: Some updates
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@ -6,7 +6,9 @@ class_name CharacterWrapper
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@export var interpolation_speed: float = 50.0 # How quickly the model corrects position
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@export var interpolation_speed: float = 50.0 # How quickly the model corrects position
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@export var velocity_influence: float = 1.0 # How much velocity is used for smoothing
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@export var velocity_influence: float = 1.0 # How much velocity is used for smoothing
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@export var snap_threshold: float = 2.0 # If desync is larger than this, snap faster
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var previous_server_pos: Vector3 = Vector3.ZERO
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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set_multiplayer_authority(multiplayer.get_unique_id())
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set_multiplayer_authority(multiplayer.get_unique_id())
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@ -18,12 +20,26 @@ func _physics_process(delta: float) -> void:
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#global_position = owner_placeholder.global_position
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#global_position = owner_placeholder.global_position
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var server_pos = owner_placeholder.global_transform.origin
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var server_pos = owner_placeholder.global_transform.origin
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var server_velocity = (server_pos - owner_placeholder.global_transform.origin) / delta
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var server_velocity = (server_pos - previous_server_pos) / delta
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velocity = owner_placeholder.velocity
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if server_velocity.length() < 0.1:
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global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
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velocity = Vector3.ZERO # Stop predicting movement when nearly still
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var distance_to_server = global_transform.origin.distance_to(server_pos)
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if distance_to_server > snap_threshold:
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# If the desync is too large, quickly correct it
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global_transform.origin = server_pos
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else:
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# Otherwise, smoothly adjust position
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global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
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global_transform.origin += velocity * velocity_influence * delta
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global_transform.origin += velocity * velocity_influence * delta
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# Update stored velocity
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velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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previous_server_pos = server_pos
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#velocity = owner_placeholder.velocity
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#global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
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#global_transform.origin += velocity * velocity_influence * delta
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#velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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#move_and_slide()
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#move_and_slide()
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# Set the owner placeholder, so the characters can send the requests to a node
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# Set the owner placeholder, so the characters can send the requests to a node
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@ -22,9 +22,6 @@ script = ExtResource("1_bau14")
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[node name="SharedNode" parent="." instance=ExtResource("1_ybp5y")]
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[node name="SharedNode" parent="." instance=ExtResource("1_ybp5y")]
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[node name="CSGBox3D" type="CSGBox3D" parent="SharedNode"]
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transform = Transform3D(0.190118, 0, 0, 0, 0.190118, 0, 0, 0, 0.190118, 0, 1.62415, -2.41805)
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[node name="MainSynchronizer" type="MultiplayerSynchronizer" parent="."]
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[node name="MainSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_2dhi2")
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replication_config = SubResource("SceneReplicationConfig_2dhi2")
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visibility_update_mode = 1
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visibility_update_mode = 1
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