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fix: TickInterpolator error when above interpolated property in scene tree (#438)
`TickInterpolator` processes its settings inside `_enter_tree()` instead of `_ready()`, which results in an error when you add properties from nodes that are below `TickInterpolator` in the scene tree. --------- Co-authored-by: Tamás Gálffy <[email protected]>
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addons/netfox.extras/plugin.cfg

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name="netfox.extras"
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description="Game-specific utilities for Netfox"
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author="Tamas Galffy and contributors"
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version="1.25.3"
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version="1.25.4"
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script="netfox-extras.gd"

addons/netfox.internals/plugin.cfg

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name="netfox.internals"
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description="Shared internals for netfox addons"
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author="Tamas Galffy and contributors"
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version="1.25.3"
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version="1.25.4"
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script="plugin.gd"

addons/netfox.noray/plugin.cfg

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name="netfox.noray"
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description="Bulletproof your connectivity with noray integration for netfox"
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author="Tamas Galffy and contributors"
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version="1.25.3"
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version="1.25.4"
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script="netfox-noray.gd"

addons/netfox/plugin.cfg

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name="netfox"
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description="Shared internals for netfox addons"
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author="Tamas Galffy and contributors"
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version="1.25.3"
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version="1.25.4"
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script="netfox.gd"

addons/netfox/tick-interpolator.gd

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@@ -118,7 +118,7 @@ func _enter_tree() -> void:
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if Engine.is_editor_hint():
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return
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process_settings()
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process_settings.call_deferred()
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_connect_signals.call_deferred()
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# Wait a frame for any initial setup before recording first state

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