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Nick |
Message |
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| 11:31 |
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| 11:32 |
pgimeno |
alas, #10015 does not fix the attachment problem I'm experiencing |
| 11:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/10015 -- Fix bone-attached entities by hecktest |
| 11:34 |
pgimeno |
http://www.formauri.es/personal/pgimeno/temp/auto_rot.zip |
| 11:35 |
pgimeno |
you type /entitytest, then /entityattach |
| 11:36 |
pgimeno |
/entityattach attaches it to the right arm, but as you begin walking, you see it for a frame or so in the right arm |
| 11:36 |
pgimeno |
for a frame or so in the left* arm |
| 11:42 |
sfan5 |
isn't that just rotation bugfix doing its job? (but a frame later perhaps) |
| 11:46 |
pgimeno |
this happened at the time I created the fixed rotation bugfix, before it was written |
| 11:46 |
pgimeno |
the autorot one, I mean |
| 11:47 |
pgimeno |
a rotation should not change the position of the attachment to a different bone even for a frame |
| 11:50 |
pgimeno |
at first I thought it was due to the rotation, and that's what I wrote in the comment here: https://notabug.org/pgimeno/minetest/pulls/5#issuecomment-13501 |
| 11:54 |
pgimeno |
but later I noticed it's independent, a pre-existing problem |
| 14:45 |
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| 15:44 |
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| 15:46 |
pgimeno |
by the way, my description of the problem was imprecise. It changes arm for a frame or two, but does that several times as you walk. It seems to be related to the animation, as it's coordinated with the arm movement: every time the arm reaches its peak rotation, the attachment changes shoulder for a frame or two. |
| 15:48 |
pgimeno |
it might actually not be changing arm, but being duplicated. I'm not sure but I don't think I see it disappear when the other one appears. |
| 15:49 |
sfan5 |
by "rotation bugfix" I meant the one that rotates the bone back if it detects that it's 180° off |
| 15:51 |
pgimeno |
how old is that bugfix? |
| 15:51 |
pgimeno |
less than a year? |
| 15:54 |
pgimeno |
I ask because I reproduced this in April 2019, and now with current master |
| 15:57 |
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| 16:07 |
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| 16:12 |
sfan5 |
less than a year |
| 17:29 |
Krock |
pgimeno: there were quite some attachment changes recently |
| 17:30 |
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| 17:30 |
Krock |
mainly to fix stuff that Irrlicht doesn't do for us |
| 17:30 |
pgimeno |
I noticed the issue in April 2019 and it still fails with master, so it's definitely an old issue that has not been fixed |
| 17:33 |
pgimeno |
it might even be tied to the skeleton of the default player model, I don't know |
| 20:08 |
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| 20:20 |
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| 20:25 |
skyliner_369 |
where's the leaf-waving luascript? probably somewhere in default... but where? |
| 20:27 |
appguru |
leaf-waving isn't done using Lua, it could be though... |
| 20:27 |
appguru |
the only thing you do through Lua is marking your nodes as waving so that the engine can properly render them |
| 20:29 |
skyliner_369 |
ahh. Well I'm mostly annoyed from the leaves z-fighting so darn much. or is that something from Ethereal? >.> |
| 20:30 |
rubenwardy |
it's done using shaders |
| 20:32 |
skyliner_369 |
thanks... now to find the right shader |
| 20:32 |
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| 20:41 |
skyliner_369 |
wait... found the issue. it was Ethereal. Ethereal overwrites the visual scale for leaves to 1.4 |
| 21:44 |
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