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IRC log for #minetest-dev, 2020-06-26

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All times shown according to UTC.

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