Potential fix for ship sync
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@ -71,8 +71,10 @@ func _physics_process(_delta):
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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#if NetworkManager.is_host:
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global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
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global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
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if piloting_player == null or !piloting_player.is_network_authority:
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if old_global_position_cache != global_position:
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if old_global_position_cache != global_position:
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NetworkManager.sync_property(uuid, "global_position", global_position)
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NetworkManager.sync_property(uuid, "global_position", global_position)
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old_global_position_cache = global_position
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old_global_position_cache = global_position
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@ -81,10 +83,6 @@ func _physics_process(_delta):
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NetworkManager.sync_property(uuid, "global_rotation", global_rotation)
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NetworkManager.sync_property(uuid, "global_rotation", global_rotation)
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old_global_rotation_cache = global_rotation
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old_global_rotation_cache = global_rotation
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# Self level slowly if host
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global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
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global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
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func _on_area_3d_body_entered(body: Node3D) -> void:
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if body is Player and body.get_parent() != self:
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if body is Player and body.get_parent() != self:
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