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physics: sync server turn rate and fix SPLINE speed handlers
- Add getServerTurnRate() accessor and turnRateOverride_ field so the keyboard turn speed respects SMSG_FORCE_TURN_RATE_CHANGE from server - Convert rad/s → deg/s before applying to camera yaw logic - Fix SMSG_SPLINE_SET_RUN_BACK/SWIM/FLIGHT/FLIGHT_BACK/SWIM_BACK/WALK/ TURN_RATE handlers: all previously discarded the value; now update the corresponding serverXxxSpeed_ / serverTurnRate_ field when GUID matches playerGuid (camera controller syncs these every frame)
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5 changed files with 36 additions and 11 deletions
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@ -1015,6 +1015,7 @@ void Application::update(float deltaTime) {
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renderer->getCameraController()->setFlightSpeedOverride(gameHandler->getServerFlightSpeed());
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renderer->getCameraController()->setFlightBackSpeedOverride(gameHandler->getServerFlightBackSpeed());
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renderer->getCameraController()->setRunBackSpeedOverride(gameHandler->getServerRunBackSpeed());
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renderer->getCameraController()->setTurnRateOverride(gameHandler->getServerTurnRate());
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renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
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