feat: update chat
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@@ -380,6 +380,8 @@ func logout() -> void:
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func _connect_socket() -> bool:
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if NakamaManager.socket and NakamaManager.socket.is_connected_to_host():
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if not multiplayer.has_multiplayer_peer() and NakamaManager.bridge:
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multiplayer.set_multiplayer_peer(NakamaManager.bridge.multiplayer_peer)
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return true
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NakamaManager.socket = Nakama.create_socket_from(NakamaManager.client)
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@@ -43,6 +43,8 @@ func initialize(p_player: Node3D, p_gridmap: Node):
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set_process(true)
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func _process(delta):
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if not multiplayer.has_multiplayer_peer():
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return
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if not is_instance_valid(player) or not player.is_multiplayer_authority():
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return
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@@ -623,6 +623,8 @@ func _update_freeze_zones(delta: float):
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func _check_for_icy_floor():
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# Every player checks if they are standing on an icy floor (item 15 on layer 2)
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# This ensures slow-mo works even if zones were cast by another player.
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if not multiplayer.has_multiplayer_peer():
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return
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if not player.is_multiplayer_authority():
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return
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@@ -88,6 +88,8 @@ func _process(_delta):
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func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
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if is_connected_to_nakama():
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print("Already connected to Nakama.")
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if not multiplayer.has_multiplayer_peer() and bridge:
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multiplayer.set_multiplayer_peer(bridge.multiplayer_peer)
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emit_signal("connected_to_nakama")
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return true
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@@ -35,6 +35,7 @@ func _start_timer():
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timer.start()
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func _on_timer_timeout():
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if not multiplayer.has_multiplayer_peer(): return
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if not is_multiplayer_authority(): return
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if not tekton or not enhanced_gridmap: return
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+5
-1
@@ -202,7 +202,7 @@ func _process(delta):
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var mesh_cache: Array[MeshInstance3D] = []
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var original_scales: Array[Vector3] = []
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var prompt_container: Node3D
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var _prompt_key_label: Label = null # cached ref for live refresh
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var _prompt_key_label: Label3D = null # cached ref for live refresh
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@onready var SettingsManager = get_node_or_null("/root/SettingsManager")
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func _update_prompt_label():
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@@ -212,6 +212,10 @@ func _update_prompt_label():
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prompt_container.visible = false
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return
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if not multiplayer.has_multiplayer_peer():
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prompt_container.visible = false
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return
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var authority_player = null
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var players = get_tree().get_nodes_in_group("Players")
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for p in players:
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