Time |
Nick |
Message |
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01:48 |
paramat |
does anyone know what code causes a player object to be scaled by the parent object's 'visual size' when attached? i would like to fix #419 |
01:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/419 -- 3d player visual_scale changes on attach, uses the entity's visual_scale |
01:58 |
paramat |
merging game#2539 |
01:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2539 -- Fix cause of doors/coral crash by OgelGames |
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22:31 |
Calinou |
can I merge https://github.com/minetest/minetest.github.io/pull/182 ? |
22:32 |
Calinou |
(it's only a buildsystem change) |
22:41 |
sfan5 |
sure |
22:41 |
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22:46 |
paramat |
sofar , if possible please could you comment on game#2372 ? it registers 2 additional door nodes and apparently updates existing doors in worlds |
22:46 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2372 -- Fix door model UV for open and close by An0n3m0us |
23:00 |
p_gimeno |
paramat: about #419, maybe it's the parent scene node that does it. If so, you need to add an intermediate scene node that compensates for the scaling of the parent. |
23:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/419 -- player visual_scale changes on attach, uses the entity's visual_scale |
23:05 |
p_gimeno |
if the scale can be independent on every axis, that probably won't be too easy, as the rotation of the child comes into play. But I think that the visual_scale is uniform in all directions. |
23:12 |
p_gimeno |
if it's indeed a problem with the parent scene node, then a workaround that mods can use is to add an invisible node with visual_scale = 1/<parent scale> and attach to it instead |
23:12 |
p_gimeno |
(with that node attached to the parent) |
23:20 |
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23:43 |
paramat |
ah, thanks |
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