changed dart hitbox and tweaked physics
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@@ -23,7 +23,7 @@ func start_drag(camera: Camera3D, mouse_pos: Vector2, hit_point: Vector3):
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dragging = true
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# keep it physics-active — don't freeze
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gravity_scale = 0.0 # optional: ignore gravity while held so it doesn't sag
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gravity_scale = 1.0 # optional: ignore gravity while held so it doesn't sag
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linear_damp = 4.0 # optional: a bit of damping for stability while dragged
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#drag_plane = Plane(camera.global_transform.basis.z, hit_point)
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