Add NetworkArea nodes as physics extras
Related to https://github.com/foxssake/netfox/pull/437
Physics rollback messes with Area2/3D entered and exited signals, making them fire multiple times, especially with ping + CharacterBodies.
The NetworkArea2/3D helper nodes introduce rollback-aware versions of Area2/3D signals and methods with a rollback_ prefix.
TODO:
- [ ] Documentation
- [x] Test with Jolt
- [x] Test with Rapier (has issues)
- [x] Test with Godot Physics
- [x] Implement
Area2/3Dmethods with rollback support
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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
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! 🚀 If you haven't tested the code yet, here's an example repo I made to help test out issues with the different engines.
https://github.com/kumpmati/netfox-physics-rollback-test
@kumpmati is the example repo still up? I can't open it.
@kumpmati is the example repo still up? I can't open it.
Sorry I had made it private, it's now public again
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 :smile: Let me know if there's anything I can help with, I'm happy to write the docs!
@elementbound Finally got around to updating this 🙂 From my understanding I should check for overlapping bodies/areas during _after_prepare_tick, since by then rollbacked nodes have their states set correctly?
@kumpmati whoops, got distracted for a bit :grimacing: I think you are correct, you can also use the NetworkRollback.after_prepare_tick signal