Skip to content

Commit

Permalink
Sprelling.
Browse files Browse the repository at this point in the history
  • Loading branch information
chrisl8 committed Mar 11, 2024
1 parent aed7849 commit ca9bb26
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 4 deletions.
4 changes: 2 additions & 2 deletions items/disc/disc.gd
Original file line number Diff line number Diff line change
Expand Up @@ -60,12 +60,12 @@ var WaitingToSetLocation = false
var ForceSetPosition
var ForceSetRotation

#Unforunately Godot does not provide a system for physics/trasnform reconciliation, direct acess to the physics state, or a state update request system.
#Unfortunately Godot does not provide a system for physics/transform reconciliation, direct acess to the physics state, or a state update request system.
#So the only option is this cyclic state update check. Hopefully it isn't too expensive.
#The initial position can not be set either because of how the spawning system work for netwrok syncronizers.

#This is hard baked enough into Godot's methodology that I assume it is intended behavior, and consequently this will need to be broken out into it's own script
#to allow this behaviour to be easilly addded to objects, as it is critical for physics control.
#to allow this behavior to be easily added to objects, as it is critical for physics control.


func SetSpawnLocation(Position: Vector2, Rotation: float) -> void:
Expand Down
4 changes: 2 additions & 2 deletions items/square/square.gd
Original file line number Diff line number Diff line change
Expand Up @@ -66,12 +66,12 @@ var WaitingToSetLocation = false
var ForceSetPosition
var ForceSetRotation

#Unforunately Godot does not provide a system for physics/trasnform reconciliation, direct acess to the physics state, or a state update request system.
#Unfortunately Godot does not provide a system for physics/transform reconciliation, direct acess to the physics state, or a state update request system.
#So the only option is this cyclic state update check. Hopefully it isn't too expensive.
#The initial position can not be set either because of how the spawning system work for netwrok syncronizers.

#This is hard baked enough into Godot's methodology that I assume it is intended behavior, and consequently this will need to be broken out into it's own script
#to allow this behaviour to be easilly addded to objects, as it is critical for physics control.
#to allow this behavior to be easily added to objects, as it is critical for physics control.


func SetSpawnLocation(Position: Vector2, Rotation: float) -> void:
Expand Down

0 comments on commit ca9bb26

Please sign in to comment.