Time |
Nick |
Message |
00:36 |
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10:49 |
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12:08 |
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15:04 |
Krock |
what |
15:13 |
Jordach |
tahw |
15:14 |
Krock |
what |
15:14 |
Jordach |
ah dear |
15:15 |
Jordach |
Krock, i did the impossible in #10360 |
15:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/10360 -- Fix/Add First Person Attachments by Jordach |
15:15 |
Krock |
pretty sure it's impossible without creating more bugs |
15:15 |
Jordach |
suprisingly no |
15:16 |
Jordach |
i found an obscure irrlicht rendering mode that can cull specific models as each CAO is given their own material |
15:17 |
Krock |
please do me a favour and use getSceneNode() to avoid this if/else mess |
15:19 |
Jordach |
i mean if there was a way to identify what is the actual object i'd use that |
15:20 |
Jordach |
is it a sprite? a cube? |
15:20 |
Krock |
why do you need that? ISceneNode defines this function, so if you downcast whatever mesh you have, it'll do the same thing |
15:20 |
Jordach |
oo |
15:21 |
Krock |
> bun2 20.04 set up since two weeks |
15:21 |
Krock |
> yet no worldedit clone. SHAME |
15:23 |
Krock |
nvm, there is "Minetest-WorldEdit" |
15:23 |
Jordach |
so getSceneNode()->setMaterialFlag(args) |
15:23 |
Krock |
no |
15:23 |
Jordach |
oof |
15:23 |
Krock |
ISceneNode *node = getSceneNode(); |
15:23 |
Krock |
then do these calls |
15:23 |
Krock |
so that you can check against nullptr |
15:23 |
Jordach |
if(x){} // do |
15:23 |
Jordach |
that's how it works against the members |
15:24 |
Krock |
if (!x) return |
15:32 |
Jordach |
jeez minetest isn't *that* hard to work on |
15:34 |
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twoelk joined #minetest-hub |
15:38 |
Jordach |
Krock, same build, two clients in multiplayer https://i.imgur.com/DopawEZ.png |
15:39 |
Krock |
left one seems to be a bit offset |
15:39 |
Jordach |
set_bone_rotation even works on attached entities |
15:40 |
Jordach |
if i shunt the eye position forwards using set_eye_offset i could probably hide it |
15:41 |
Krock |
does it also work when attached to a boat or cart? |
15:41 |
Krock |
also after detaching from it? |
15:41 |
Jordach |
didn't test that but seeing as it's only change to attachments is visibility in first person |
15:41 |
Krock |
it's a can of worms |
15:42 |
Jordach |
i don't actually have MTG installed these days |
15:43 |
Jordach |
get_attach now returns a 5th item the boolean for first person mode |
15:45 |
Jordach |
i might have left an unintentional "bug" because attaching the player with the force flag will show the player's mesh in first personm |
15:47 |
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aerozoic joined #minetest-hub |
15:49 |
Krock |
that's definitely a bug |
15:50 |
Jordach |
because when the messages for CAO are read it'll get reset on detach |
15:52 |
Jordach |
or at least that's the theory |
15:53 |
Jordach |
attaching the player in first person doesn't break it |
15:53 |
Jordach |
https://i.imgur.com/kDdnjbX.png |
15:53 |
Jordach |
works even in third https://i.imgur.com/nWGpiCY.png |
15:53 |
Jordach |
using player:set_attach(entity, "", vector.new(), vector.new()) |
15:54 |
Jordach |
setting force first person visible as true for players doesn't actually make their mesh visible in first person |
15:55 |
Jordach |
Krock, attachments are working as intended |
15:57 |
Jordach |
even changing camera view modes doesn't break this behaviour |
15:59 |
* twoelk |
imagines steering wheel movements in vehicles according to direction change |
16:03 |
Jordach |
and they can be specifically for first person, but will also appear as normal attached entities on other clients :D |
16:04 |
Jordach |
since now that attachments update their proper local position after armatures |
16:04 |
Jordach |
you could do proper visible armour |
16:04 |
Jordach |
or annoy clients by attaching a non culled cube onto their heads so they can't see :^) |
16:11 |
MTDiscord |
<twoelk> ooh like getting a sack over the head when kidnaped |
16:14 |
MTDiscord |
<Warr1024> that actually sounds like a nice alternative to using a black-out HUD, which can normally be disabled by the client. |
16:24 |
MTDiscord |
<Jordach> There’s tons of uses for “camera” attached entities |
16:27 |
MTDiscord |
<twoelk> hm, helmets with restricted view or sunglasses that work as in real life - sort off - ooooh howabout xray glasses to view the animation bones ? |
17:41 |
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fluxflux joined #minetest-hub |
17:49 |
Krock |
( ͡° ͜ʖ ͡°) 5.2.0 stable was 420 commits ago |
17:55 |
MTDiscord |
<Jordach> Glad to know this useless bot renders the Lenny fine |
18:11 |
celeron55 |
here's a poem: |
18:11 |
celeron55 |
%28%20 |
18:12 |
celeron55 |
%u0361%B0%20 |
18:12 |
celeron55 |
%u035C%u0296%20 |
18:12 |
celeron55 |
%u0361%B0%29 |
18:21 |
Krock |
very cool escapes |
18:22 |
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ssieb joined #minetest-hub |
19:17 |
celeron55 |
i might call myself a bit of an escapist |
20:28 |
shivajiva |
if I register an entity and add it to a world and then move far enough away for it to unload, will it's on_step function continue when I get within range? |
20:29 |
Jordach |
on_step will resume as normal |
20:29 |
shivajiva |
and if the server crashes? |
20:30 |
shivajiva |
can it get orphaned but still appear in the world |
20:33 |
shivajiva |
say I give it an owner and a uid in the staticdata and have the on_step check the owner has the uid in a global table, would that stop working? |
20:34 |
Jordach |
it'll always be in world until cleared by /clearobjects |
20:36 |
shivajiva |
but if it tracks a value in a global to know if it should remove itself in the on_step, is that possible? |
20:36 |
Jordach |
if x == nil then self.object:remove() |
20:37 |
shivajiva |
so why would that stop working after a crash or unload |
20:37 |
Jordach |
in the game you've seen screenshots of entities are entirely cosmetic and self destruct on load |
20:37 |
MTDiscord |
<Lone_Wolf> Lua vars aren't persistent across sessions |
20:39 |
Jordach |
this |
20:39 |
shivajiva |
it's reading a global that exists when it reloads but the data has changed so the on_step check should always remove the entity |
20:39 |
shivajiva |
it doesn't though |
20:41 |
MTDiscord |
<GreenXenith> if your goal is to remove an entity after the first reload, load it with staticdata the first time and check for static data in on_activate to remove itself if missing |
20:42 |
shivajiva |
the goal is to have the entity remove itself when the match table uid it belongs to doesn't match the value passed in staticdata on creation |
20:45 |
shivajiva |
https://github.com/shivajiva101/eggwars/blob/master/shop.lua#L179 |
20:48 |
shivajiva |
wish I knew what was wrong with that implementation |
20:51 |
shivajiva |
the uid is utc at match creation so it's never the same match to match |
21:00 |
shivajiva |
guess I'll have to add some logging to find out what's going on |
21:10 |
shivajiva |
found it here https://github.com/shivajiva101/eggwars/blob/master/shop.lua#L208 |
21:10 |
shivajiva |
bad expression of the logic I want to test |
21:11 |
shivajiva |
should be this 'if match.uid ~= self.uid then' |
21:16 |
shivajiva |
wish I could say that's the first time I found myself writing bad logic *sighs and shrugs* |
21:17 |
shivajiva |
appreciate the responses anyway :) |
21:56 |
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22:00 |
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22:00 |
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