| Time |
Nick |
Message |
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tech_exorcist |
hello |
| 13:55 |
Krock |
hi |
| 13:56 |
BuckarooBanzai |
o/ |
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| 17:16 |
Andrey01 |
I`ve noticed when I call 'set_yaw()' it nullifies 'x' and 'z' values inside the current rotation table. Is it normal? |
| 17:18 |
Krock |
yes, although that could be changed |
| 17:18 |
Andrey01 |
but why does it do so? |
| 17:19 |
Krock |
set_yaw was added prior to set_rotation |
| 17:19 |
Krock |
hence set_yaw was designed to keep the old behaviour, which meant reseting pitch and roll |
| 17:20 |
Andrey01 |
I think it needs to be fixed |
| 17:23 |
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| 17:24 |
Andrey01 |
should I make a PR that fixes this behaviour? That is, keeping last values of 'x' and 'z' in that table |
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MinetestBot |
[git] MoNTE48 -> minetest/minetest: Fix Visual Studio build in Actions 43bc3a1 https://git.io/JkolL (2020-11-22T18:06:31Z) |
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| 22:35 |
Sires |
Hello, is minetest gravity(when its set to default values) just like the "traditional" gravity? like can I calculate the time it takes to fall from a certain height just by sqrt(2*heigth/10)? |
| 23:06 |
SwissalpS |
I don't think so. For short heights your maths may be approximately correct. In practice network and other loading issues will falsify the duration and acceleration seems to get 'reset' |
| 23:08 |
Sires |
what if I force the player to load the entire path they will be falling from, does the math still work? |
| 23:09 |
sfan5 |
should, yes |
| 23:10 |
specing |
Sires: there's armor that reduces/increases gravity |
| 23:10 |
specing |
e.g. terumet mod |
| 23:10 |
Sires |
yeah but I'm just considering a normal scenario |
| 23:10 |
Sires |
I could use send_mapblock(blockpos) to make the player load all the blocks they will be falling from? its not that much I think |
| 23:11 |
specing |
it is normal on terumet servers |
| 23:11 |
specing |
most regular players wear that armor |
| 23:11 |
Sires |
I don't mind about other mods |
| 23:11 |
Sires |
I'm considering I can control the mods running |
| 23:12 |
Sires |
even then I could just change the "/10" to "/whateverthegravityis" I think |
| 23:12 |
SwissalpS |
yes, that sounds like a good approach |
| 23:13 |
Sires |
welp gonna try it later |
| 23:13 |
Sires |
thx |
| 23:20 |
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| 23:27 |
specing |
Sires: hmm, is there a way to query player's weight? |
| 23:27 |
Sires |
no idea |
| 23:27 |
Sires |
I don't think a player should have weigth in first place |
| 23:28 |
sfan5 |
there used to be a weight property but it was removed because it was unused |
| 23:29 |
Sires |
hmm |
| 23:30 |
Sires |
now that I started thinking about it, I guess there is no terminal velocity? you just keep accelerating until lag or ground stops you |
| 23:31 |
specing |
heh, then I guess Sires can just revert that commit and query weight |
| 23:31 |
Sires |
lol |
| 23:37 |
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| 23:41 |
SwissalpS |
depending on what is in inventory, crafting grid and bags, the weight could add up and that is not yet counting the infinite digtron inventory in inventory situation |
| 23:43 |
SwissalpS |
what I'm saying: compared to luggage, players weight is negligible |
| 23:59 |
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