Azur

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then if understood correctly, the solution is `AnimatableBody3D.sync_to_physics = false` (and just call any movement, applied to its local transform, from a `_physics_process()` to keep it sync to physics ticks)...

any plans on fixing this? Valve would accept a PR?

> Aspect ratio is hardcoded to 4/3 here: > > [halflife/cl_dll/hud_spectator.cpp](https://github.com/ValveSoftware/halflife/blob/b1b5cf5892918535619b2937bb927e46cb097ba1/cl_dll/hud_spectator.cpp#L1443) > > Line 1443 in [b1b5cf5](/ValveSoftware/halflife/commit/b1b5cf5892918535619b2937bb927e46cb097ba1) > screenaspect = 4.0f/3.0f; > > That's probably related to this problem. thats...