Adjust physics constants for better 20 TPS gameplay feel, refine smoothing and correction thresholds, and update cache-busting version for client assets.
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@@ -38,7 +38,7 @@ func (g *Game) ApplyInput(input InputState) {
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// Sprung
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if input.Jump && g.predictedGround {
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g.predictedVY = -42.0 // war -14.0 bei 60 TPS (-14.0 * 3)
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g.predictedVY = -30.0 // Reduziert für besseres Spielgefühl bei 20 TPS
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g.predictedGround = false
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}
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@@ -114,8 +114,9 @@ func (g *Game) ReconcileWithServer(serverState game.PlayerState) {
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diffX := replayX - g.predictedX
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diffY := replayY - g.predictedY
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// Nur korrigieren wenn Differenz signifikant (reduzierter Threshold für weniger Ruckeln)
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const threshold = 2.0 // Reduziert von 5.0 auf 2.0
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// Nur korrigieren wenn Differenz signifikant
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// Bei 20 TPS größerer Threshold wegen größerer normaler Abweichungen
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const threshold = 5.0 // Erhöht für 20 TPS (war 2.0)
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if diffX*diffX+diffY*diffY > threshold*threshold {
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// Speichere Korrektur für sanfte Interpolation
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g.correctionX = diffX
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