| Time |
Nick |
Message |
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| 22:53 |
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| 23:05 |
Jordach |
wtf: starting a regular minetest world in first person always activates this code |
| 23:05 |
Jordach |
https://github.com/minetest/minetest/blob/master/src/client/content_cao.cpp#L949 |
| 23:05 |
Jordach |
this should only execute when in /third person/ or when seeing another player |
| 23:06 |
sfan5 |
maybe the local player object is "visible" but just not rendered |
| 23:06 |
Jordach |
this gets even stranger, the entity attachments to bones still function as if the armature exists |
| 23:07 |
Jordach |
this line is entirely unneeded if people want first person attachments |
| 23:07 |
Jordach |
https://github.com/minetest/minetest/blob/master/src/client/game.cpp#L2953 |
| 23:08 |
Jordach |
i've also adopted the PR that fixes third person attachments as well |
| 23:09 |
Jordach |
(ie not showing when in third person, and then showing when going back to third person) |
| 23:14 |
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| 23:31 |
Jordach |
sfan5, how does unit_sao write to the network exactly, trying to find how to pass from l_set_attach to UnitSAO setAttachment |
| 23:33 |
sfan5 |
UnitSAO::setAttachment saves the values, UnitSAO::sendOutdatedData is called by PlayerSAO::step and calls generateUpdateAttachmentCommand() to generate the command |
| 23:33 |
Jordach |
i'm just trying to find where co->setAttach goes |
| 23:33 |
Jordach |
i don't want to break out the debug builds |
| 23:34 |
sfan5 |
and on the client GenericCAO::processMessage processes the message, calls GenericCAO::setAttachment -> GenericCAO::updateAttachments which actually does the thing |
| 23:35 |
Jordach |
i saw the big fat process message bit and already did the networking stuff |
| 23:35 |
sfan5 |
the function called in l_set_attach is UnitSAO::setAttachment like I said (src/server/unit_sao.cpp) |
| 23:35 |
Jordach |
aight |
| 23:36 |
Jordach |
MSVC isn't having a great time following the code |