Improved performance
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@ -19,6 +19,9 @@ func _unhandled_input(event: InputEvent):
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update_direction()
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update_actions(event)
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if Input.is_key_pressed(KEY_P):
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get_tree().paused = !get_tree().paused
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func update_direction():
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var move := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var direction := (Global.camera.global_basis * Vector3(move.x, 0, move.y))
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@ -14,6 +14,9 @@ func _ready():
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server_position = player.position
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func _physics_process(delta: float):
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if absf(server_position.x - player.position.x) < 0.001 && absf(server_position.z - player.position.z) < 0.001:
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return
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var time := interpolation_speed * delta
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player.position.x = Math.dampf(player.position.x, server_position.x, time)
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player.position.z = Math.dampf(player.position.z, server_position.z, time)
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