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| 17:45 |
paramat |
+1 for game#2396 , will merge in approx. 6 hours, in case anyone wants to check the PR first |
| 17:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2396 -- Add (simpler) craftguide mod by pauloue |
| 17:46 |
paramat |
simple PR #10247 is ready. have added lua docs to thread to help reviewers |
| 17:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/10247 -- Give unnamed world names incremental numbers. Format 'world<number>' by paramat |
| 17:52 |
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| 17:54 |
GreenXenith |
Krock, could I trouble you for your thoughts on #10304 :) |
| 17:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/10304 -- Raycasting/entity collision with attached entities returns all siblings or fails entirely (aabb) |
| 17:54 |
GreenXenith |
IIRC you've done the most recently with entity attachments and collisions |
| 17:56 |
Krock |
Well yes.. that's because the server does not handle attachment offsets |
| 17:56 |
Krock |
in the client that's done using bone attachments to the models, but that doesn't exist server-side |
| 17:57 |
Krock |
it's been like this forever, except that there was never a server API which uncovered the issue |
| 17:58 |
Krock |
for the same reason you might get anticheat warnings when you're digging nodes while attached to an entity over a longer distance (> 1 or 2 m) |
| 17:58 |
GreenXenith |
So the solution is to make the server handle attachment offsets? |
| 17:58 |
Krock |
yes |
| 17:59 |
Krock |
it's a feature request so to say |
| 17:59 |
GreenXenith |
Would it be as trivial as re-using the client offset code on the server? |
| 18:00 |
Krock |
how? |
| 18:00 |
GreenXenith |
The client already handles offsets for entity<->player collisions |
| 18:00 |
GreenXenith |
In theory the same thing can be applied to entity<->entity collisions on the server? |
| 18:01 |
Krock |
this is not collision related |
| 18:02 |
GreenXenith |
Right right |
| 18:03 |
GreenXenith |
Because raycasts fail too |
| 18:03 |
GreenXenith |
Is it the boxes not being offset or is the entity just straight up not being offset on the server? |
| 18:03 |
Krock |
latter |
| 18:04 |
GreenXenith |
So could the client offset code be used on the server |
| 18:04 |
GreenXenith |
+? |
| 18:05 |
GreenXenith |
Isnt it just updating the position and rotation in the entity step? |
| 18:05 |
Krock |
Does the server handle models? No it doesn't. Does it handle animations? No it doesn't. In fact the server does not even know about meshes at all |
| 18:06 |
GreenXenith |
Oh right |
| 18:06 |
GreenXenith |
I was forgetting about bones |
| 18:06 |
GreenXenith |
The server knows about entities themselves, so non-bone attachments is already doable on the server |
| 18:07 |
Krock |
right |
| 18:08 |
GreenXenith |
Implementing this becomes much less trivial only because one would have to essentially include the irrlicht stuff the client uses to handle meshes and whatnot |
| 18:11 |
GreenXenith |
But wait |
| 18:11 |
GreenXenith |
You mentioned that there hadnt been a server API to expose this |
| 18:11 |
GreenXenith |
which means that get_pos on an attached entity should return a valid position? |
| 18:12 |
Krock |
ah right. indeed, get_pos would also show the parent's position |
| 18:17 |
GreenXenith |
How unfortunate :] |
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| 23:16 |
paramat |
merging game#2396 =D at last |
| 23:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2396 -- Add (simpler) craftguide mod by pauloue |