mirror of https://github.com/godotengine/godot
Physics Interpolation - fix client interpolation pump
Client interpolation pump is moved AFTER the physics tick, after physics objects have been moved. This is necessary because the `current` transform is also updated during the pump.
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@ -506,13 +506,6 @@ void SceneTree::iteration_prepare() {
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// are flushed before pumping the interpolation prev and currents.
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// are flushed before pumping the interpolation prev and currents.
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flush_transform_notifications();
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flush_transform_notifications();
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RenderingServer::get_singleton()->tick();
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RenderingServer::get_singleton()->tick();
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#ifndef _3D_DISABLED
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// Any objects performing client physics interpolation
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// should be given an opportunity to keep their previous transforms
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// up to date before each new physics tick.
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_client_physics_interpolation.physics_process();
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#endif
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}
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}
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}
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}
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@ -552,6 +545,13 @@ void SceneTree::iteration_end() {
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// to be flushed to the RenderingServer before finishing a physics tick.
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// to be flushed to the RenderingServer before finishing a physics tick.
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if (_physics_interpolation_enabled) {
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if (_physics_interpolation_enabled) {
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flush_transform_notifications();
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flush_transform_notifications();
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#ifndef _3D_DISABLED
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// Any objects performing client physics interpolation
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// should be given an opportunity to keep their previous transforms
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// up to date.
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_client_physics_interpolation.physics_process();
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#endif
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}
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}
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}
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}
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