UHHHHHHHHHH
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@ -86,8 +86,7 @@ func handle_input(_delta: float):
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func interpolate_position_and_rotation(delta: float):
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# Non-piloting players should smoothly interpolate between positions and rotations
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global_position = lerp(global_position, target_position, acceleration * delta)
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global_position = lerp(global_position,target_position, acceleration * delta)
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var current_rotation = global_transform.basis.get_rotation_quaternion()
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var interpolated_rotation = current_rotation.slerp(target_rotation, acceleration * delta)
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global_transform.basis = Basis(interpolated_rotation)
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@ -123,13 +122,13 @@ func _on_player_exited(body):
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func send_network_update():
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if NetworkManager.is_host:
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if ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id or !ship_is_piloted:
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if global_position != previous_position or global_transform.basis.get_rotation_quaternion() != previous_rotation:
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if global_position.distance_to(previous_position) > 0.1 or global_transform.basis.get_rotation_quaternion().dot(previous_rotation) < 0.99:
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NetworkManager.sync_property_to_all_except_host(network_uuid, "global_position", global_position)
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NetworkManager.sync_property_to_all_except_host(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
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previous_position = global_position
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previous_rotation = global_transform.basis.get_rotation_quaternion()
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elif ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
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if global_position != previous_position or global_transform.basis.get_rotation_quaternion() != previous_rotation:
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if global_position.distance_to(previous_position) > 0.1 or global_transform.basis.get_rotation_quaternion().dot(previous_rotation) < 0.99:
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NetworkManager.sync_property_to_all(network_uuid, "global_position", global_position)
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NetworkManager.sync_property_to_all(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
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previous_position = global_position
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@ -140,8 +139,8 @@ func receive_global_position_update(value: Vector3):
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target_position = value
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func receive_global_rotation_update(value: Vector3):
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target_rotation = Quaternion().from_euler(value)
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func receive_global_rotation_update(value: Quaternion):
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target_rotation = value
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func _on_property_update(node_id: String, property_name: String, value: Variant) -> void:
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