Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Physics Interpolation - Fix client interpolation pump #102653

Merged
merged 1 commit into from
Feb 11, 2025

Conversation

lawnjelly
Copy link
Member

Client interpolation pump is moved AFTER the physics tick, after physics objects have been moved. This is necessary because the current transform is also updated during the pump.

Fixes #102142
Forward port of #102184 (See that PR for details)

Client interpolation pump is moved AFTER the physics tick, after physics objects have been moved.
This is necessary because the `current` transform is also updated during the pump.
@lawnjelly lawnjelly requested a review from a team as a code owner February 10, 2025 10:43
@lawnjelly lawnjelly requested a review from rburing February 10, 2025 10:44
@AThousandShips AThousandShips added this to the 4.4 milestone Feb 10, 2025
@akien-mga akien-mga changed the title Physics Interpolation - fix client interpolation pump Physics Interpolation - Fix client interpolation pump Feb 10, 2025
@akien-mga akien-mga merged commit 5460fe3 into godotengine:master Feb 11, 2025
20 checks passed
@akien-mga
Copy link
Member

Thanks!

@lawnjelly lawnjelly deleted the fti_fix_client_ticking_4 branch February 11, 2025 10:23
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

get_global_transform_interpolated() may return wrong value when FPS < physics ticks per second
4 participants