Refactor Table to use new SharedInventoryStation

This commit is contained in:
JonShard
2026-08-17 14:40:59 +02:00
parent d83e276c52
commit 4f9e22f0b9
10 changed files with 301 additions and 114 deletions
+4
View File
@@ -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")