Time |
Nick |
Message |
00:20 |
hecks |
i hate git |
01:00 |
hecks |
https://github.com/minetest/minetest/pull/7626 have at you |
01:48 |
ANAND |
!title |
01:48 |
ShadowBot |
Entity lighting fix by hecktest · Pull Request #7626 · minetest/minetest · GitHub |
02:18 |
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10:20 |
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14:06 |
hecks |
rubenwardy, what kind of documentation must be added to that PR? |
14:06 |
rubenwardy |
Lua API docs |
14:07 |
hecks |
I did modify that |
14:07 |
hecks |
lua_api.txt that is |
14:07 |
hecks |
hold on though, maybe git didn't catch it |
14:07 |
hecks |
no, it did |
14:08 |
hecks |
https://github.com/minetest/minetest/pull/7626/commits/8e138b6559f35c01177ddcbc7d37a36a16f6e577 |
14:08 |
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14:13 |
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15:20 |
rubenwardy |
Oops |
15:30 |
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15:48 |
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16:30 |
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17:58 |
sfan5 |
nerzhul: haven't seen it, lack of ASLR is not a critical issue though |
18:28 |
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20:38 |
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21:11 |
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21:24 |
hecks |
wow, fail |
21:24 |
hecks |
the third person camera uses the camera position for node picking and range |
21:28 |
Krock |
yes, also noticed that. mildly annoying |
21:29 |
Krock |
raycast should start at the head position in this case |
21:30 |
hecks |
that might still not fix some cases |
21:30 |
hecks |
best solution is to use the player's head for distance checking, and do a dot-product sanity check to discard results behind the player |
21:31 |
hecks |
if you cast from the player's head to the crosshair, it becomes ambiguous as to where exactly said crosshair is |
21:31 |
hecks |
depth wise |
21:32 |
hecks |
a nuke of a solution would be to cast crosshair to world, then cast head to the resulting point |
21:33 |
hecks |
but user experience wise, using the camera is still best |
21:33 |
hecks |
just don't let people build behind themselves, and don't limit their range |
22:59 |
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