Pawn bodies split out, character select redesigned, and started the dreaded process of correcting the netcode. Players can connect to a shared room, character select, and start a match. They appear correctly differentiated with cameras and map icons that follow them independently. Jankiness with trap ownership is present as is stuff connected to animation. Unit tests for all network functionality required.
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@@ -4,6 +4,7 @@ class_name PawnCamera extends Camera3D
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var target
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var player_offset : Vector3
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@export var player_id = 1
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@export var decay = 0.9 # How quickly the shaking stops [0, 1].
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@export var max_offset = Vector2(2, 1.5) # Maximum hor/ver shake in pixels.
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