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)
This commit is contained in:
Kelsi 2026-03-10 14:18:25 -07:00
parent e2f65dfc59
commit a9ddfe70c2
5 changed files with 36 additions and 11 deletions

View file

@ -1015,6 +1015,7 @@ void Application::update(float deltaTime) {
renderer->getCameraController()->setFlightSpeedOverride(gameHandler->getServerFlightSpeed());
renderer->getCameraController()->setFlightBackSpeedOverride(gameHandler->getServerFlightBackSpeed());
renderer->getCameraController()->setRunBackSpeedOverride(gameHandler->getServerRunBackSpeed());
renderer->getCameraController()->setTurnRateOverride(gameHandler->getServerTurnRate());
renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());