This commit is contained in:
algodoogle
2026-07-28 19:41:31 +01:00
parent 7479cbd656
commit 96ea2dd1ea
18 changed files with 620 additions and 112 deletions
+11
View File
@@ -297,6 +297,17 @@ func _release_from_snap_zones(item: Node) -> void:
if zone.picked_up_object == item:
log_line("releasing %s from %s's snap zone (authority just granted elsewhere)" % [item.name, zone.get_parent().name])
zone.drop_object()
# Make the zone forget the item as well. These zones are snap_mode=RANGE,
# so every frame they re-grab anything still listed in their grab area
# that can be picked up — and Jolt does not emit body_exited when let_go()
# switches the item's collision layer back out of the zone's mask, so the
# entry goes stale and never clears. The station then snatches the item
# straight back off the player who just took it, teleporting it home.
# Bringing it near again re-adds it properly (a held item is on the layer
# the zone watches), and releasing next to a station is handled
# explicitly by _try_snap_into_station.
if zone._object_in_grab_area.has(item):
zone._object_in_grab_area.erase(item)
# Snap the item into the nearest empty station snap zone within grab range.
+49 -33
View File
@@ -18,51 +18,67 @@ func get_node_data(node):
var data = {}
data["scene"] = node.scene_file_path
data["name"] = node.name
data["xform"] = node.transform
# global, not local: the copies are respawned under WorldContent, so an
# authored node that was nested inside another (JonScene parents Counter5
# under Counter3) would otherwise land in the wrong place.
data["xform"] = node.global_transform
data["props"] = {}
var scrip = node.get_script()
if scrip:
for i in scrip.get_script_property_list():
if i.usage & PROPERTY_USAGE_STORAGE:
data["props"][i["name"]] = node.get(i["name"])
# Only authored configuration — i.e. @export vars, which are the ones
# the editor exposes. Plain script variables are live runtime state:
# copying those and replaying them into a fresh instance re-runs their
# setters before the node is in the tree, so any setter touching an
# @onready reference blows up (Table's _state calls into its progress
# bar, which is still null at that point).
if not (i.usage & PROPERTY_USAGE_EDITOR):
continue
if str(i["name"]).begins_with("_"):
continue
data["props"][i["name"]] = node.get(i["name"])
return data
## The authored station nodes sitting in the current scene: anything instanced
## from res://Stations/. Exposed as nodes (not just data) because every peer has
## to remove these originals — the server replaces them with replicated copies,
## and a client that kept its own would end up showing two of everything.
func get_station_nodes() -> Array[Node]:
return _authored_nodes("res://Stations/", "StaticBody3D")
## Likewise for authored items. Containers/ counts as items too — plates and
## trays are things the player carries, and a client that never received one
## would have an incomplete world.
func get_item_nodes() -> Array[Node]:
var found := _authored_nodes("res://Items/", "XRToolsPickable")
found.append_array(_authored_nodes("res://Containers/", "XRToolsPickable"))
return found
func _authored_nodes(dir: String, type: String) -> Array[Node]:
var scenes := []
for file in ResourceLoader.list_directory(dir):
scenes.append(dir + file)
var found: Array[Node] = []
for node in get_tree().root.find_children("*", type, true, false):
if node.scene_file_path in scenes and not found.has(node):
found.append(node)
return found
func get_stations() -> Array[Dictionary]:
var Stations = ResourceLoader.list_directory("res://Stations/")
var Stations2 = []
for i in Stations:
Stations2.append("res://Stations/" + i)
Stations = Stations2
var Stations_nodes = []
for i in get_tree().root.find_children("*", "StaticBody3D", true, false):
if i.scene_file_path in Stations:
Stations_nodes.append(i)
var data: Array[Dictionary] = []
for i in Stations_nodes:
data.append(get_node_data(i))
for node in get_station_nodes():
data.append(get_node_data(node))
return data
func get_items() -> Array[Dictionary]:
var Items = ResourceLoader.list_directory("res://Items/")
var Items2 = []
for i in Items:
Items2.append("res://Items/" + i)
Items = Items2
var Items_nodes = []
for i in get_tree().root.find_children("*", "XRToolsPickable", true, false):
if i.scene_file_path in Items:
Items_nodes.append(i)
func get_items() -> Array[Dictionary]:
var data: Array[Dictionary] = []
for i in Items_nodes:
data.append(get_node_data(i))
for node in get_item_nodes():
data.append(get_node_data(node))
return data