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 _base_fov: float = 75.0
var _current_fov_offset: float = 0.0 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_current: Vector2 = Vector2.ZERO
var _sway_target: Vector2 = Vector2.ZERO var _sway_target: Vector2 = Vector2.ZERO
## Sprint state cache (detect transition for FOV kick). ## Base eye Y set by parent controller's crouch logic (for additive bob).
var _was_sprinting: bool = false var _base_eye_y: float = 0.0
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Lifecycle # Lifecycle
@@ -100,6 +100,10 @@ func _process(delta: float) -> void:
if _controller == null: if _controller == null:
return 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 # FOV management
_update_fov(delta) _update_fov(delta)
@@ -119,16 +123,15 @@ func _process(delta: float) -> void:
func _update_fov(delta: float) -> void: func _update_fov(delta: float) -> void:
var target_offset: float = 0.0 var target_offset: float = 0.0
# Sprint FOV kick # Sprint FOV kick — sustained while sprinting (not just on transition)
if _controller.is_sprinting() and not _was_sprinting: if _controller.is_sprinting():
target_offset = sprint_fov_kick target_offset = sprint_fov_kick
# Shoot FOV kick is triggered externally via trigger_shoot_fov() # 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) _current_fov_offset = move_toward(_current_fov_offset, target_offset, fov_recovery_speed * delta)
fov = _base_fov + _current_fov_offset fov = _base_fov + _current_fov_offset
_was_sprinting = _controller.is_sprinting()
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# View bobbing # View bobbing
@@ -157,7 +160,9 @@ func _update_bob(delta: float) -> void:
# Apply bob to camera position (relative to parent's eye offset) # Apply bob to camera position (relative to parent's eye offset)
position.x = _bob_offset.x 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
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
@@ -186,7 +186,7 @@ func _unhandled_input(event: InputEvent) -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
# 1. Capture input state # 1. Capture input state
var input_dir := _get_move_direction() var input_dir := _get_move_direction()
var jump_pressed := Input.is_action_just_pressed(&"jump") or Input.is_action_pressed(&"jump") var jump_pressed := Input.is_action_just_pressed(&"jump")
var sprint_pressed := Input.is_action_pressed(&"sprint") var sprint_pressed := Input.is_action_pressed(&"sprint")
var crouch_pressed := Input.is_action_pressed(&"crouch") var crouch_pressed := Input.is_action_pressed(&"crouch")
var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot") var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot")
@@ -229,18 +229,16 @@ func _physics_process(delta: float) -> void:
# 6. Send input to simulation server # 6. Send input to simulation server
if _server != null and entity_id >= 0: if _server != null and entity_id >= 0:
# Build input for SimulationServer # Build input for SimulationServer (mutate cached dict to avoid alloc)
_input_dict.merge({ _input_dict["move_direction"] = input_dir
"move_direction": input_dir, _input_dict["look_yaw"] = rad_to_deg(_yaw)
"look_yaw": rad_to_deg(_yaw), _input_dict["look_pitch"] = rad_to_deg(_pitch)
"look_pitch": rad_to_deg(_pitch), _input_dict["jump"] = jump_pressed
"jump": jump_pressed, _input_dict["crouch"] = _crouch_active
"crouch": _crouch_active, _input_dict["sprint"] = _sprint_active
"sprint": _sprint_active, _input_dict["shoot"] = shoot_pressed
"shoot": shoot_pressed, _input_dict["aim"] = aim_pressed
"aim": aim_pressed, _input_dict["input_sequence"] = _input_sequence
"input_sequence": _input_sequence,
}, true)
_server.apply_input(entity_id, _input_dict) _server.apply_input(entity_id, _input_dict)
@@ -251,14 +249,17 @@ func _physics_process(delta: float) -> void:
# 7. Read server state back (for local simulation / listen server) # 7. Read server state back (for local simulation / listen server)
# The SimulationServer.tick() call happens in the game manager / network layer. # The SimulationServer.tick() call happens in the game manager / network layer.
# Here we read the entity's canonical position from the server. # Here we optionally read the entity's canonical position from the server.
# NOTE: On a dedicated client, position comes from the network replication
# layer (server snapshot), not from direct server entity access.
# On a listen server (host+client same process) or in standalone mode,
# reading position directly from the server entity is correct.
if _server != null and entity_id >= 0: if _server != null and entity_id >= 0:
var entity = _server.get_entity(entity_id) var entity = _server.get_entity(entity_id)
if entity != null and entity.is_alive(): if entity != null and entity.is_alive():
# Server position is ground truth — apply it to the visual body # Server position is ground truth — apply it to the visual body
# (only correct on listen-server; pure clients must use replication)
global_position = entity.position global_position = entity.position
# Note: rotation is already set from yaw/pitch above (client-side)
# On a pure client the server snapshot override is applied differently.
else: else:
# Standalone mode: do local CharacterBody3D physics # Standalone mode: do local CharacterBody3D physics
_move_local(input_dir, delta, jump_pressed) _move_local(input_dir, delta, jump_pressed)