Time Nick Message 01:47 Jordach sfan5, i get that on localhost, doing the usual optimise often used features thing to prevent oversending 01:49 Jordach however, i'm still trying to figure out if set_animation of players *is* actually sent as part of player update packets 01:49 Jordach (because i'm pretty sure those activeobjectmessages are on every step) 02:26 Jordach VanessaE, four hours of shouting at myself and i managed to create uncancelable entity animations :D 02:26 Jordach https://gfycat.com/favoritecluelessichidna 10:20 VanessaE Jordach: er, yay? 10:20 VanessaE Jordach: wake me up when there's a mod compatible with 3darmor and wieldview :P 11:44 Jordach VanessaE, absolutely not 11:51 VanessaE *snore* 16:26 Krock Jordach: wow, that's amazing 16:26 Krock please use the forward movement animation for backwards walking so that Sam does the moonwalk 16:27 Jordach unfortunately that gif is less than a week old 16:27 Jordach and has been long since fixed 16:27 Krock o/ moonwalking Sam 16:45 Jordach Krock, minetest might be the most competant all-around generic game engine 16:45 Jordach the voxel stuff is just a bonus 16:46 Jordach the most evil stuff is using high poly meshes as nodes and simply using nodes as collision boxes to extend the main mesh 22:05 sfan5 anyone ever seen players dying again and again every 10 seconds when they don't press respawn? 22:09 jas_ depends how badly i messed up set_hp 22:09 jas_ not checking for 0 23:53 jas_ that reminds me, i gotta try minetest.send_respawn() (?) in CSM.. no way to in server. also there's two diferent formspecs i think: https://forum.minetest.net/viewtopic.php?p=372649#p372649 23:53 jas_ one for dying and one for logging in dead? or perhaps it because of prepend? heh