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IRC log for #minetest-dev, 2014-08-04

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All times shown according to UTC.

Time Nick Message
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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
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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)
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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.
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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?
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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
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