Hooking up animations, and tweaking car behavior
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@@ -57,7 +57,10 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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linear_velocity = forward_vel + lateral_vel
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var speed_factor: float = clamp(abs(new_forward_speed) / drive_speed, 0.0, 1.0)
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var target_turn: float = -input2v.x * turn_speed * speed_factor
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var turn_input := input2v.x
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if new_forward_speed < -0.1:
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turn_input = -turn_input
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var target_turn: float = turn_input * turn_speed * speed_factor
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angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
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if speed_factor > 0.2:
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