| Time |
Nick |
Message |
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| 18:02 |
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| 18:11 |
casimir |
Can someone explain the facedir values for me? I don't get it. |
| 18:11 |
casimir |
*please |
| 18:14 |
BlockMen |
casimir, this helps alot: http://dev.minetest.net/minetest.dir_to_facedir |
| 18:16 |
casimir |
Yes, I read this. But that's only for rotation around the y-axis. |
| 18:17 |
casimir |
What I want to do is to change the screwdriver, so thre |
| 18:17 |
casimir |
there are only three modes. |
| 18:18 |
casimir |
yaw, roll and pitch |
| 18:22 |
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| 18:33 |
ShadowNinja |
casimir: See lua_api.txt. It's a little weird, but the more significant bits indicate the axis. |
| 18:34 |
ShadowNinja |
(Weird because it's Y+,X-,X+,Z-,Z+,Y- or so instead of Y-,Y+,X-,X+,Z-,Z+) |
| 18:35 |
ShadowNinja |
(Or, even better, XXYYZZ) |
| 18:38 |
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| 18:44 |
casimir |
Um... Let's see. Facedir can has 24 values (0-23) and is calculated by those YXXZZY-value * 4 + rotation, where rotation can be 0-3. |
| 18:46 |
casimir |
I think I got it. Thank you. |
| 19:34 |
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| 20:56 |
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| 20:59 |
ShadowNinja |
https://github.com/minetest/minetest/pull/1536 |
| 21:01 |
ShadowNinja |
Also https://github.com/minetest/minetest/pull/1534 and https://github.com/minetest/minetest/pull/1535 |
| 21:20 |
RealBadAngel |
1536 and 1534 are ok imho |
| 21:21 |
RealBadAngel |
not sure bout 1535 |
| 21:23 |
RealBadAngel |
ShadowNinja, and about plants rotations, -46 and +44 are for texture overlay glitches |
| 21:24 |
RealBadAngel |
so no matter the rotation plants cannot have 90 degs |
| 21:25 |
RealBadAngel |
and about rotation values, 2 degs steps are more than enough, its not meant for animation but to bring more variety to the world |
| 21:26 |
RealBadAngel |
also param2 is the only sensible solution |
| 21:26 |
RealBadAngel |
i asked for a few bits more lately, remember? |
| 22:02 |
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| 22:20 |
gentoobro |
has anyone ever actually taken a crack at implementing Voxel Area Entities? |
| 22:28 |
ShadowNinja |
gentoobro: Not as far as I know. |
| 22:53 |
proller |
seems like mix of hard drugs |
| 22:56 |
RealBadAngel |
that is not a problem imho |
| 22:57 |
RealBadAngel |
theres a mod out there for it |
| 22:57 |
RealBadAngel |
just make the same engine side |
| 23:02 |
proller |
no, its BIG problem |
| 23:03 |
RealBadAngel |
why? |
| 23:04 |
RealBadAngel |
i cannot see any difference between 100 nodes mesh and an irrlicht dwarf |
| 23:05 |
RealBadAngel |
only thing i can think of is server side driving the entities |
| 23:05 |
RealBadAngel |
which kills entities system at all |
| 23:06 |
RealBadAngel |
we will never have realistic and smooth moving things until client will do that |
| 23:06 |
RealBadAngel |
no matter how small or big will it be |
| 23:07 |
RealBadAngel |
client have to drive the entity and report its position to the server |
| 23:07 |
RealBadAngel |
not the opposite |
| 23:07 |
gentoobro |
RBA: what is that mod, if you're not referring to frames in technic? |
| 23:07 |
RealBadAngel |
no |
| 23:08 |
RealBadAngel |
lemme find a forums link |
| 23:08 |
RealBadAngel |
https://forum.minetest.net/viewtopic.php?id=8059 |
| 23:09 |
RealBadAngel |
but frames could use the same system if made |
| 23:10 |
RealBadAngel |
technically i could code that, together with a roadmap point to split blocks into single scene nodes |
| 23:10 |
RealBadAngel |
what we have now, single scene node is just insane |
| 23:11 |
kaeza |
non-aa collision boxes would be nice too <_< |
| 23:12 |
RealBadAngel |
last days, when i was doing a revolution in mapblock mesh i learned a lot bout it |
| 23:13 |
RealBadAngel |
i think im able to code that now |
| 23:26 |
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