Refactor Table to use new SharedInventoryStation
This commit is contained in:
@@ -103,10 +103,14 @@ func _populate_world_if_owner() -> void:
|
||||
layout.queue_free()
|
||||
_remove_authored(authored)
|
||||
NetworkManager.log_line("Populating world: %d stations, %d items" % [stations.size(), items.size()])
|
||||
# One frame between spawns - MultiplayerSpawner corrupts replication when
|
||||
# several nodes register for sync in the same frame (godotengine/godot#96914).
|
||||
for d in stations:
|
||||
NetworkManager.spawn_item(d["scene"], d["xform"], d["name"], d["props"])
|
||||
await get_tree().process_frame
|
||||
for d in items:
|
||||
NetworkManager.spawn_item(d["scene"], d["xform"], d["name"], d["props"])
|
||||
await get_tree().process_frame
|
||||
NetworkManager.log_line("World populated")
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user