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Add NetworkArea nodes as physics extras #451
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I will test this right now with godot physics stepping |
I'll test this out with rapier when I get a second |
Thank you both! 🚀 |
NetworkTime.on_tick.connect(_tick) | ||
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func _tick(_d: float, tick: int): |
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This runs in the tick loop, yet the signals emitted are labeled as rollback. Could you please clarify?
@kumpmati is the example repo still up? I can't open it. |
Sorry I had made it private, it's now public again |
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Some things I should do still
No worries @kumpmati, take your time! I think this will be another great addition to netfox's featureset, so I don't mind waiting a bit 😄 Let me know if there's anything I can help with, I'm happy to write the docs! |
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@elementbound Finally got around to updating this 🙂 From my understanding I should check for overlapping bodies/areas during |
Related to #437
Physics rollback messes with Area2/3D
entered
andexited
signals, making them fire multiple times, especially with ping + CharacterBodies.The
NetworkArea2/3D
helper nodes introduce rollback-aware versions ofArea2/3D
signals and methods with arollback_
prefix.TODO:
Area2/3D
methods with rollback support