Time Nick Message 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 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 16:12 sfan5 less than a year 17:29 Krock pgimeno: there were quite some attachment changes recently 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 20:25 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 20:41 skyliner_369 wait... found the issue. it was Ethereal. Ethereal overwrites the visual scale for leaves to 1.4