fix: FPS character controller review fixes

- Camera: Make view bob additive to crouch eye height (was overwriting position.y)
- Camera: Sustain sprint FOV kick while sprinting (was recovering immediately)
- Camera: Remove unused _was_sprinting variable
- Controller: Use just_pressed for jump (was sending every frame while held)
- Controller: Direct input dict assignment instead of merge() to avoid alloc
- Controller: Add clearer comments on server-authoritative readback mode
This commit is contained in:
2026-07-01 18:35:16 -04:00
parent e9dc05983c
commit 589b90d886
2 changed files with 30 additions and 24 deletions
+13 -8
View File
@@ -70,12 +70,12 @@ var _weapon_rest: Transform3D
var _base_fov: float = 75.0
var _current_fov_offset: float = 0.0
## Sway state.
## Sway state (used as both current value and interpolation target).
var _sway_current: Vector2 = Vector2.ZERO
var _sway_target: Vector2 = Vector2.ZERO
## Sprint state cache (detect transition for FOV kick).
var _was_sprinting: bool = false
## Base eye Y set by parent controller's crouch logic (for additive bob).
var _base_eye_y: float = 0.0
# ---------------------------------------------------------------------------
# Lifecycle
@@ -100,6 +100,10 @@ func _process(delta: float) -> void:
if _controller == null:
return
# Capture the eye height set by parent controller's crouch logic
# before we apply view bob offsets (which must be additive).
_base_eye_y = position.y
# FOV management
_update_fov(delta)
@@ -119,16 +123,15 @@ func _process(delta: float) -> void:
func _update_fov(delta: float) -> void:
var target_offset: float = 0.0
# Sprint FOV kick
if _controller.is_sprinting() and not _was_sprinting:
# Sprint FOV kick — sustained while sprinting (not just on transition)
if _controller.is_sprinting():
target_offset = sprint_fov_kick
# Shoot FOV kick is triggered externally via trigger_shoot_fov()
# and decays toward the sprint/walk target naturally via move_toward.
_current_fov_offset = move_toward(_current_fov_offset, target_offset, fov_recovery_speed * delta)
fov = _base_fov + _current_fov_offset
_was_sprinting = _controller.is_sprinting()
# ---------------------------------------------------------------------------
# View bobbing
@@ -157,7 +160,9 @@ func _update_bob(delta: float) -> void:
# Apply bob to camera position (relative to parent's eye offset)
position.x = _bob_offset.x
position.y = _bob_offset.y
# Bob is additive on Y so it does NOT overwrite the crouch eye height
# set by the parent FPSCharacterController._update_crouch().
position.y = _base_eye_y + _bob_offset.y
# ---------------------------------------------------------------------------