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IRC log for #minetest-dev, 2020-08-21

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All times shown according to UTC.

Time Nick Message
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17:45 paramat +1 for game#2396 , will merge in approx. 6 hours, in case anyone wants to check the PR first
17:45 ShadowBot https://github.com/minetest/minetest_game/issues/2396 -- Add (simpler) craftguide mod by pauloue
17:46 paramat simple PR #10247 is ready. have added lua docs to thread to help reviewers
17:46 ShadowBot https://github.com/minetest/minetest/issues/10247 -- Give unnamed world names incremental numbers. Format 'world<number>' by paramat
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17:54 GreenXenith Krock, could I trouble you for your thoughts on #10304 :)
17:54 ShadowBot https://github.com/minetest/minetest/issues/10304 -- Raycasting/entity collision with attached entities returns all siblings or fails entirely (aabb)
17:54 GreenXenith IIRC you've done the most recently with entity attachments and collisions
17:56 Krock Well yes.. that's because the server does not handle attachment offsets
17:56 Krock in the client that's done using bone attachments to the models, but that doesn't exist server-side
17:57 Krock it's been like this forever, except that there was never a server API which uncovered the issue
17:58 Krock for the same reason you might get anticheat warnings when you're digging nodes while attached to an entity over a longer distance (> 1 or 2 m)
17:58 GreenXenith So the solution is to make the server handle attachment offsets?
17:58 Krock yes
17:59 Krock it's a feature request so to say
17:59 GreenXenith Would it be as trivial as re-using the client offset code on the server?
18:00 Krock how?
18:00 GreenXenith The client already handles offsets for entity<->player collisions
18:00 GreenXenith In theory the same thing can be applied to entity<->entity collisions on the server?
18:01 Krock this is not collision related
18:02 GreenXenith Right right
18:03 GreenXenith Because raycasts fail too
18:03 GreenXenith Is it the boxes not being offset or is the entity just straight up not being offset on the server?
18:03 Krock latter
18:04 GreenXenith So could the client offset code be used on the server
18:04 GreenXenith +?
18:05 GreenXenith Isnt it just updating the position and rotation in the entity step?
18:05 Krock Does the server handle models? No it doesn't. Does it handle animations? No it doesn't. In fact the server does not even know about meshes at all
18:06 GreenXenith Oh right
18:06 GreenXenith I was forgetting about bones
18:06 GreenXenith The server knows about entities themselves, so non-bone attachments is already doable on the server
18:07 Krock right
18:08 GreenXenith Implementing this becomes much less trivial only because one would have to essentially include the irrlicht stuff the client uses to handle meshes and whatnot
18:11 GreenXenith But wait
18:11 GreenXenith You mentioned that there hadnt been a server API to expose this
18:11 GreenXenith which means that get_pos on an attached entity should return a valid position?
18:12 Krock ah right. indeed, get_pos would also show the parent's position
18:17 GreenXenith How unfortunate :]
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23:16 paramat merging game#2396 =D at last
23:16 ShadowBot https://github.com/minetest/minetest_game/issues/2396 -- Add (simpler) craftguide mod by pauloue

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