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IRC log for #minetest-hub, 2020-05-11

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All times shown according to UTC.

Time Nick Message
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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
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10:20 VanessaE Jordach: er, yay?
10:20 VanessaE Jordach: wake me up when there's a mod compatible with 3darmor and wieldview :P
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11:44 Jordach VanessaE, absolutely not
11:51 VanessaE *snore*
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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
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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
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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
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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

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