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.
This commit is contained in:
lawnjelly 2025-01-30 11:44:16 +00:00 committed by Relintai
parent f44455c377
commit 0269f45fe5

View File

@ -618,11 +618,6 @@ void SceneTree::iteration_prepare() {
// are flushed before pumping the interpolation prev and currents.
flush_transform_notifications();
RenderingServer::get_singleton()->tick();
// Any objects performing client physics interpolation
// should be given an opportunity to keep their previous transforms
// up to date before each new physics tick.
_client_physics_interpolation.physics_process();
}
}
@ -631,6 +626,11 @@ void SceneTree::iteration_end() {
// to be flushed to the RenderingServer before finishing a physics tick.
if (_physics_interpolation_enabled) {
flush_transform_notifications();
// Any objects performing client physics interpolation
// should be given an opportunity to keep their previous transforms
// up to date.
_client_physics_interpolation.physics_process();
}
}