Error with camera and neck direction

Using Godot 4

Question

Hello, so I have created a basic fps controller for my character that has basic movement and walking functions. it all works correctly if my player is facing directly the negative z axis, the camera and the wasd movements will all work correctly, and align however if I rotate my player beforehand in the editor, the walking will not align. here is my code.

extends CharacterBody3D

const SPEED = 5.0
const SPRINT = 2
const JUMP_VELOCITY = 4.5

Get the gravity from the project settings to be synced with RigidBody nodes.

var gravity = ProjectSettings.get_setting(“physics/3d/default_gravity”)
@onready var neck := $Neck
@onready var camera := $Neck/Camera3D

func _unhandled_input(event: InputEvent) → void:
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.is_action_pressed(“ui_cancel”):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x * 0.003)
camera.rotate_x(-event.relative.y * 0.003)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-70), deg_to_rad(120))

func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta

# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
	velocity.y = JUMP_VELOCITY



# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("left", "right", "forward", "backward")

var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
	velocity.x = direction.x * SPEED
	velocity.z = direction.z * SPEED
else:
	velocity.x = move_toward(velocity.x, 0, SPEED)
	velocity.z = move_toward(velocity.z, 0, SPEED)

if Input.is_action_pressed("run"):
	velocity.x = direction.x * SPEED * SPRINT
	velocity.z = direction.z * SPEED * SPRINT
	
if input_dir.x > 0:
	neck.rotation.z = lerp_angle(neck.rotation.z, deg_to_rad(-1), 0.05)
elif input_dir.x<0:
	neck.rotation.z = lerp_angle(neck.rotation.z, deg_to_rad(1), 0.05)
else:
	neck.rotation.z = lerp_angle(neck.rotation.z, deg_to_rad(0), 0.05)
if input_dir.y>0:
	$Neck/AnimationPlayer.play("bob")
elif input_dir.y<0:
	$Neck/AnimationPlayer.play("bob")
else:
	$Neck/AnimationPlayer.stop()
	

move_and_slide()