@@ -39,7 +39,8 @@ var _collider: CollisionShape3D = null
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@export_flags_3d_physics var local_player_collision : int = 1
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@export_flags_3d_physics var other_player_collision : int = 1
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- @onready var physics_fps : int = ProjectSettings .get_setting ("physics/common/physics_ticks_per_second" )
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+ @onready
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+ var physics_fps : int = ProjectSettings .get_setting ("physics/common/physics_ticks_per_second" )
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@export var ik_space_path : NodePath = NodePath ()
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var _ik_space : Node3D = null
@@ -138,7 +139,10 @@ func _master_movement(p_delta: float) -> void:
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func update_origin () -> void :
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# There is a slight delay in the movement, but this allows framerate independent movement
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- if entity_node .hierarchy_component_node and entity_node .hierarchy_component_node .get_entity_parent ():
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+ if (
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+ entity_node .hierarchy_component_node
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+ and entity_node .hierarchy_component_node .get_entity_parent ()
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+ ):
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current_origin = entity_node .global_transform .origin
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else :
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current_origin = entity_node .transform .origin
@@ -192,7 +196,9 @@ func _on_transform_changed() -> void:
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func _get_desired_direction () -> Basis :
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- var camera_controller_yaw_basis = Basis ().rotated (Vector3 (0 , 1 , 0 ), _camera_controller_node .rotation_yaw )
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+ var camera_controller_yaw_basis = Basis ().rotated (
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+ Vector3 (0 , 1 , 0 ), _camera_controller_node .rotation_yaw
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+ )
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var basis : Basis = camera_controller_yaw_basis
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@@ -201,15 +207,35 @@ func _get_desired_direction() -> Basis:
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match VRManager .vr_user_preferences .movement_orientation :
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VRManager .vr_user_preferences_const .movement_orientation_enum .HEAD_ORIENTED_MOVEMENT :
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basis = camera_controller_yaw_basis * _camera_controller_node .camera .transform .basis
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- VRManager .vr_user_preferences_const .movement_orientation_enum .PLAYSPACE_ORIENTED_MOVEMENT :
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+ (
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+ VRManager
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+ . vr_user_preferences_const
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+ . movement_orientation_enum
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+ . PLAYSPACE_ORIENTED_MOVEMENT
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+ ):
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basis = camera_controller_yaw_basis
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VRManager .vr_user_preferences_const .movement_orientation_enum .HAND_ORIENTED_MOVEMENT :
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- basis = camera_controller_yaw_basis * _player_input .vr_locomotion_component .get_controller_direction ()
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+ basis = (
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+ camera_controller_yaw_basis
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+ * _player_input .vr_locomotion_component .get_controller_direction ()
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+ )
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if using_flight_controls ():
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- return Basis (Vector3 (- cos (basis .get_euler ().y ), 0.0 , sin (basis .get_euler ().y )), Vector3 (), Vector3 (sin (basis .get_euler ().y ) * cos (basis .get_euler ().x ), sin (basis .get_euler ().x ), cos (basis .get_euler ().y ) * cos (basis .get_euler ().x )))
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+ return Basis (
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+ Vector3 (- cos (basis .get_euler ().y ), 0.0 , sin (basis .get_euler ().y )),
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+ Vector3 (),
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+ Vector3 (
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+ sin (basis .get_euler ().y ) * cos (basis .get_euler ().x ),
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+ sin (basis .get_euler ().x ),
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+ cos (basis .get_euler ().y ) * cos (basis .get_euler ().x )
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+ )
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+ )
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else :
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- return Basis (Vector3 (- cos (basis .get_euler ().y ), 0.0 , sin (basis .get_euler ().y )), Vector3 (), Vector3 (sin (basis .get_euler ().y ), 0.0 , cos (basis .get_euler ().y )))
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+ return Basis (
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+ Vector3 (- cos (basis .get_euler ().y ), 0.0 , sin (basis .get_euler ().y )),
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+ Vector3 (),
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+ Vector3 (sin (basis .get_euler ().y ), 0.0 , cos (basis .get_euler ().y ))
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+ )
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func _on_touched_by_body (p_body ) -> void :
@@ -249,7 +275,9 @@ func _setup_target() -> void:
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func _update_master_transform () -> void :
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- var camera_controller_yaw_basis = Basis ().rotated (Vector3 (0 , 1 , 0 ), _camera_controller_node .rotation_yaw )
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+ var camera_controller_yaw_basis = Basis ().rotated (
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+ Vector3 (0 , 1 , 0 ), _camera_controller_node .rotation_yaw
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+ )
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set_transform (Transform3D (camera_controller_yaw_basis , get_origin ()))
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@@ -287,7 +315,10 @@ func _entity_physics_process(p_delta: float) -> void:
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update_origin ()
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# There is a slight delay in the movement, but this allows framerate independent movement
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- if entity_node .hierarchy_component_node and entity_node .hierarchy_component_node .get_entity_parent ():
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+ if (
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+ entity_node .hierarchy_component_node
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+ and entity_node .hierarchy_component_node .get_entity_parent ()
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+ ):
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current_origin = entity_node .global_transform .origin
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else :
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current_origin = entity_node .transform .origin
@@ -361,7 +392,12 @@ func _puppet_ready() -> void:
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_state_machine .start_state = NodePath ("Networked" )
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## # Avatar ###
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- if VSKNetworkManager .player_avatar_path_updated .connect (self ._player_network_avatar_path_updated ) != OK :
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+ if (
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+ VSKNetworkManager .player_avatar_path_updated .connect (
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+ self ._player_network_avatar_path_updated
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+ )
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+ != OK
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+ ):
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push_error ("Failed to connect player_avatar_path_updated signal." )
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return
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if VSKNetworkManager .player_avatar_paths .has (get_multiplayer_authority ()):
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