Time |
Nick |
Message |
00:04 |
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00:05 |
pgimeno |
I'm having trouble compiling the client. It looks for /usr/lib/i386-linux-gnu/libGL.so but that is not the correct path. Any idea how to specify the correct one? |
00:08 |
Foz |
I've noticed something odd about punching nodes. If a player punches a node that causes the wielded item to be changed, the node will be punched again with the new item if the players mouse button is still down. A normal single-click can cause this double punching when the item is changed quickly. |
00:08 |
pgimeno |
ok, answered my own question by grepping, setting the cmake variable OPENGL_gl_LIBRARY:FILEPATH=<path> solved it |
00:08 |
pgimeno |
sorry for bothering |
00:11 |
Taose |
No bother :) |
00:11 |
* Taose |
wouldn't have been able to help anyway |
00:22 |
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01:15 |
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01:16 |
redblade7 |
hey guess what |
01:16 |
redblade7 |
another counterfeit client spotted |
01:16 |
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01:16 |
redblade7 |
"econolodge" |
01:16 |
redblade7 |
you can't teleport, unified_inventory_lite crashes |
01:17 |
redblade7 |
we can add that as a trademark infringement |
01:21 |
VanessaE |
redblade7: not a trademark issue |
01:21 |
VanessaE |
different market |
01:21 |
VanessaE |
Ask The Beatles about that :) |
01:22 |
LazyJ |
VW vs John, Ringo, Paul, and... who was the other guy? |
01:22 |
VanessaE |
heh |
01:22 |
VanessaE |
well I was thinking more like Apple Music versus Apple Computer :) |
01:23 |
LazyJ |
Econolodge - isn't that a motel chain? |
01:23 |
VanessaE |
yeah |
01:31 |
redblade7 |
yeah true |
01:31 |
redblade7 |
have you ever heard of a client crashing when one opens the inventory (unified_inventory_lite)? |
01:32 |
redblade7 |
because it doesnt do that with real minetest on google play or any desktop |
01:32 |
redblade7 |
i dont have nearly as many mods on this serevr and it was never an issue on my other |
01:32 |
redblade7 |
but for some reason fake clients are crashing |
01:32 |
redblade7 |
also, what is a 'crafting table"? |
01:34 |
redblade7 |
i mean this new server uses valleys mapgen which is rare but |
01:35 |
redblade7 |
either way my server with plantlife, trees, and lots more mods doesn't seem to have this problem |
01:35 |
redblade7 |
i mean if it's a counterfeit program obviously i cant help them |
02:12 |
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02:36 |
redblade7 |
what is a crafting table, though |
02:36 |
redblade7 |
i've never heard of such a thing |
02:36 |
redblade7 |
but apparently it's an alternative to an inventory |
02:56 |
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03:11 |
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03:15 |
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03:23 |
Taose |
A crafting table basically allows you to take a block and transform it into different shapes |
03:27 |
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03:29 |
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03:30 |
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06:01 |
presstabstart |
is it only yaw that's stored for all active objects? |
06:03 |
presstabstart |
well all active objects that need it |
06:11 |
presstabstart |
oh no wait, there's pitch |
06:22 |
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06:48 |
MinetestBot |
[git] paramat -> minetest/minetest: Dungeongen: Add and improve parameters a901a56 https://git.io/vyktd (2017-02-26T06:46:14Z) |
07:43 |
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07:45 |
muhdnurhidayat |
I leave this here, just in hope that any modders would read it. https://forum.minetest.net/viewtopic.php?f=47&t=2434&p=253526#p253526 |
07:48 |
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08:17 |
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08:20 |
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08:42 |
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08:55 |
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08:57 |
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09:08 |
presstabstart |
when will we get voxel entities |
09:08 |
presstabstart |
soon? |
09:11 |
Krock |
yes, in a few hours it's ready |
09:11 |
Krock |
no, first we need a developer who is keen to start programming it |
09:12 |
Krock |
then it will take a long time to implement the storage of these entities and at the end there's still no API to use them in-game, so adding that will take even more time |
09:13 |
presstabstart |
there's also stuff like collision detection right |
09:13 |
presstabstart |
I'm going to take a guess and say aab boxes (or whatever they're called) aren't sufficient |
09:15 |
Krock |
maybe.. dunno. |
09:15 |
presstabstart |
you're going to need to take the mesh of the voxel entity and decompose it into convex shapes, then apply the separating axis theorem |
09:18 |
presstabstart |
i could be completely wrong |
09:21 |
presstabstart |
for mesh decomposition you'll definitely need a library |
09:21 |
presstabstart |
*decomposition into convex |
09:34 |
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09:44 |
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09:55 |
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10:11 |
Nyarg |
<presstabstart> <Krock>: do you say about mod or minetest dev source implements ? |
10:11 |
Krock |
core source |
10:12 |
Krock |
there are already attempts to get a similar effect using meshes |
10:12 |
Krock |
attaching them all together and creating floating structures, but they're quite laggy |
10:12 |
Krock |
!mod meshnode |
10:12 |
MinetestBot |
Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 |
10:13 |
Krock |
Oh cool. there was a recent update |
10:14 |
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10:15 |
presstabstart |
does collision work right on that mod though? |
10:19 |
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10:20 |
presstabstart |
I imagine for voxel entities storage you'd need something very similar to the 'map' class. Large entities could be multiple map blocks wide |
10:21 |
Nyarg |
and shadows ! don't forget a shadows ) |
10:24 |
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10:25 |
presstabstart |
all the rendering engine sees is a bunch of meshes. but shadows could be a problem; huge objects are going to be many map blocks big. It's probably best to forget about shadows with them for now. |
10:30 |
presstabstart |
The easiest thing to start with right now- though the hardest to finish- would be the collision detection |
10:33 |
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10:37 |
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10:37 |
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10:38 |
presstabstart |
apologies, since we're dealing with voxels we'll only need to deal with sets of OBBs right? |
10:41 |
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11:01 |
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11:02 |
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11:09 |
Taose |
Krock, anything beyond an 8x8 square is damn near unusable! (it misses blocks for some reason once it starts getting too large) |
11:11 |
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11:18 |
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11:29 |
rdococ |
I'd like some feedback on a new mod of mine... if that's okay... |
11:29 |
rdococ |
actually |
11:29 |
rdococ |
why don't I post it on the forums |
11:29 |
rdococ |
I'm dumb |
11:29 |
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11:30 |
rdococ |
but |
11:30 |
rdococ |
does it count as a release |
11:30 |
rdococ |
or a WIP?! |
11:32 |
bas080 |
rdococ: what is the mod about ? |
11:33 |
rdococ |
it's an electric mod like mesecons, but at a more fundamental level (transistors, resistors, heck you have to dope silicon with an alloy furnace and some glooptest ores). |
11:34 |
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11:37 |
bas080 |
could you share the forum link please |
11:38 |
rdococ |
I don't have a forum link but I have a github link |
11:38 |
rdococ |
https://github.com/rdococ/silicons |
11:39 |
rdococ |
it's not too realistic, but you do need a grasp of how transistors and stuff function...sort of |
11:39 |
Krock |
rdococ, so what now? N-Type or NPN? |
11:39 |
Krock |
both? |
11:39 |
rdococ |
I think those two act similarly :/ |
11:40 |
Krock |
the resulting function is usually quite similar but there are some differences. |
11:41 |
Krock |
however, I think you could move some helper functions to a seperate file to make it easier to manage |
11:41 |
rdococ |
I could. not used to doing that yet but it would be a good practice |
11:42 |
Krock |
also caching "minetest.get_meta(pos)" is helpful - less to write ;) |
11:42 |
rdococ |
and faster too |
11:43 |
Krock |
if Lua(JIT) only had such optimizations *dreams* |
11:46 |
Krock |
btw, rdococ, your email when committing isn't set up correctly |
11:46 |
rdococ |
? |
11:46 |
Krock |
https://github.com/rdococ/silicons/commit/6dab0.patch |
11:46 |
Krock |
GitHub doesn't link it with your account |
11:46 |
diegom |
you need to add it |
11:47 |
Krock |
no, he needs to change it |
11:47 |
diegom |
https://github.com/settings/emails |
11:47 |
rdococ |
er |
11:47 |
Krock |
that's an invalid email |
11:47 |
diegom |
well, maybe |
11:48 |
Krock |
you can always use "rdococusers.noreply.github.com" if you don't have a spem catcher mail address |
11:48 |
Krock |
*spam |
11:48 |
rdococ |
I just set my email to private |
11:48 |
Krock |
ah |
11:49 |
diegom |
it will still appear in commits |
11:52 |
rdococ |
you say it's not linked with my account but it counts as a contribution in my profile |
12:01 |
diegom |
'rdococ' is not clickable here: https://github.com/rdococ/silicons/commit/6dab0 |
12:01 |
diegom |
also not shown here: https://github.com/rdococ/silicons/graphs/contributors |
12:02 |
diegom |
uh, disregard, it is clickable now :P |
12:02 |
rdococ |
heh |
12:02 |
rdococ |
I just added rdococrdococ.Home as a secondary email |
12:11 |
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12:11 |
Taose |
Gotta love fake email addresses |
12:11 |
Taose |
You can also set up masks and have them re-direct to the trash bin |
12:12 |
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12:16 |
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12:16 |
rdococ |
well, I have mutt |
12:16 |
rdococ |
I feel like that's related |
12:30 |
presstabstart |
how do i get dungeons like in http://i.imgur.com/RnMRgoQ.png? |
12:31 |
Calinou |
haha |
12:31 |
presstabstart |
oh wait, i forgot how to read |
12:31 |
presstabstart |
oh and courtesty of celeron |
12:31 |
presstabstart |
*courtesy |
12:46 |
Jordach |
rdococ, wat |
12:49 |
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12:50 |
Krock |
presstabstart, but it'd love dungeons rarely in such piles - to explore and find chests in them |
12:50 |
Krock |
just requires some additional mods to generate the stuff inside |
12:51 |
presstabstart |
I'd like a world that's just 100% dungeons |
12:51 |
Krock |
that'd be a really dark world |
12:52 |
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13:49 |
presstabstart |
sfan5 check #3505 please. is this what you meant? |
13:49 |
sfan5 |
3505? |
13:50 |
presstabstart |
i mean 5305 |
13:50 |
Jordach |
oops |
13:51 |
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13:51 |
sfan5 |
presstabstart: i meant it in a way that the whole getDeadStatus & setDeadStatus thing isn't needed at all |
13:52 |
presstabstart |
you mean by removing the variable? |
13:52 |
sfan5 |
yes |
13:52 |
presstabstart |
only way to do that is to rely on a previous state; having 0 hp doesn't imply that the player is dead. |
13:53 |
sfan5 |
why not? |
13:53 |
sfan5 |
hp 0 definitely means that the player is dead |
13:53 |
sfan5 |
the problem is that the code assumes hp 0 means that the player died |
13:53 |
sfan5 |
while that could have happened prior alrea |
13:53 |
sfan5 |
dy |
13:54 |
presstabstart |
we discussed setting hp to some unattainable value |
13:54 |
presstabstart |
argued that would be messy |
13:54 |
presstabstart |
but if you want, we can |
13:54 |
sfan5 |
what prevents this issue from being solved without any extra variable or value for hp? |
13:59 |
presstabstart |
I don't understand |
14:02 |
presstabstart |
how would you solve it without one or the other? |
14:06 |
presstabstart |
Because otherwise if we didn't have the variable HP would be the only way to determine death; no other way of deducing |
14:09 |
sfan5 |
is that a problem? |
14:10 |
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14:10 |
sfan5 |
only call on_dieplayer if the player actually dies, as in his hp changes to 0 |
14:13 |
presstabstart |
That's currently what happens, but the function is called in multiple places, such as on client connection |
14:13 |
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14:14 |
presstabstart |
hmm no wait |
14:17 |
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14:26 |
presstabstart |
ok so the player has died, but how do you know he's actually dead? |
14:27 |
presstabstart |
all on_dieplayer does is bring up the death screen |
14:27 |
presstabstart |
basically |
14:27 |
Krock |
perhaps there's a need for a redesign of these functions? |
14:28 |
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14:31 |
presstabstart |
the design is fine |
14:31 |
presstabstart |
imo |
14:31 |
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14:35 |
Nyarg |
I am searching forum for cube Sauerbraten, read and still don't know what is big rock may prevent conect MT engine and Sauerbraten |
14:37 |
Nyarg |
somebody help me with giving one or two "rocks" names please |
14:37 |
presstabstart |
sauerbraten uses octree geometry, MT uses voxel |
14:38 |
presstabstart |
you'd have to redo pretty much everything |
14:38 |
Nyarg |
thanks ) |
14:38 |
Nyarg |
ooops stop |
14:38 |
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14:39 |
Nyarg |
MT is not irliht am I right ? |
14:39 |
Jordach |
it is irrlicht |
14:39 |
Nyarg |
does irliht use voxel geometry by self ? |
14:39 |
Jordach |
no |
14:39 |
Jordach |
it's an old style quake like engine |
14:39 |
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14:39 |
presstabstart |
irrlicht is the rendering engine. pretty sure is uses meshes ^ |
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16:26 |
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16:26 |
Elon_Satoshi |
Hullo |
16:28 |
presstabstart |
hi |
16:30 |
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16:42 |
Krock |
hi |
16:48 |
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16:56 |
Elon_Satoshi |
Hey Krock |
16:56 |
Krock |
hey |
17:00 |
Elon_Satoshi |
I wish minetest had a language switcher |
17:00 |
Elon_Satoshi |
And an API for multiple languages in the mods |
17:01 |
Elon_Satoshi |
Like, how do you register the name of an item as "axe" if the language is set to English in the settings and "hakilo" if the setting is Esperanto? |
17:01 |
Elon_Satoshi |
There should be a language option in the config file |
17:04 |
kaeza |
it's almost as if you need to RTFM |
17:05 |
kaeza |
RTFCF rather |
17:05 |
Calinou |
RTFCFWTFBBQHAX |
17:06 |
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17:07 |
kaeza |
!mod vortoj |
17:07 |
MinetestBot |
kaeza: Translate Item Definitions [vortoj] by Casimir - https://forum.minetest.net/viewtopic.php?t=8497 |
17:07 |
kaeza |
intllib |
17:07 |
kaeza |
!mod intllib |
17:07 |
MinetestBot |
kaeza: Internationalization Library [intllib] by kaeza - https://forum.minetest.net/viewtopic.php?t=4929 |
17:07 |
kaeza |
Elon_Satoshi, ^ |
17:09 |
Elon_Satoshi |
Fmm |
17:11 |
Elon_Satoshi |
Hmm* |
17:20 |
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17:57 |
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19:03 |
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19:07 |
fireglow |
!mod digiline_routing |
19:07 |
MinetestBot |
fireglow: Could not find anything. |
19:08 |
fireglow |
!mod digiline routing |
19:08 |
MinetestBot |
fireglow: Could not find anything. |
19:09 |
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19:14 |
xerox123 |
!mod boats |
19:14 |
MinetestBot |
xerox123: Boats [boats] by PilzAdam - https://forum.minetest.net/viewtopic.php?t=4016 |
19:15 |
xerox123 |
!mod buckets |
19:15 |
MinetestBot |
xerox123: Could not find anything. |
19:20 |
Krock |
fireglow, krock-works.16mb.com/MTstuff/modSearch.php?q=digiline&lucky=sure |
19:22 |
Krock |
xerox123, buckets can't be found -> they're bundled in MTB (but I assume you already know that) |
19:23 |
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19:23 |
Krock |
*MTG, sorry didn't mean to highlight you, MinetestBot |
19:23 |
xerox123 |
I meant wooden buckets |
19:23 |
xerox123 |
but thanks :P |
19:23 |
Krock |
wooden ones? haven't seen such a mod yet |
19:23 |
Krock |
wood is generally not the best material to put liquids in |
19:24 |
xerox123 |
https://forum.minetest.net/viewtopic.php?id=1645 |
19:24 |
Krock |
https://forum.minetest.net/viewtopic.php?t=16472 |
19:29 |
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19:31 |
agaran |
Krock: untrue, wodden tubes were used quite widelly.. Few subgames had nice wodden buckets for water only too (which sounds good) |
19:32 |
Krock |
this means I must test more subgames :) |
19:35 |
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19:37 |
agaran |
Krock: grail test (is nice imo even iw weather IS lag generating) |
19:41 |
Krock |
weather is always laggy ;) |
19:43 |
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19:44 |
agaran |
Krock: but there was quite nice one too |
19:52 |
kaeza |
<xerox123> https://forum.minetest.net/viewtopic.php?id=1645 |
19:52 |
kaeza |
<Krock> https://forum.minetest.net/viewtopic.php?t=16472 |
19:52 |
kaeza |
both of those are WIP |
19:52 |
kaeza |
do you take WIP mods into account? |
19:52 |
Krock |
but the 2nd one is newer :) |
19:53 |
Krock |
sure, duane has some very good mods (that work fine) in the WIP subforum |
19:53 |
kaeza |
I mean for the mod indexer |
19:54 |
kaeza |
maybe duane should release those too :P |
19:57 |
Krock |
WIP mods are labelled as such in the mod indexer GUI, but a mod is a mod |
19:57 |
Krock |
thus it will list WIP mods aswell, as long their topic is named correctly |
20:06 |
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20:08 |
kaeza |
ah |
20:08 |
kaeza |
gone... |
20:24 |
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20:27 |
fireglow |
tell Krock thank you |
20:27 |
fireglow |
!tell Krock thank you |
20:27 |
fireglow |
~tell Krock thank you |
20:27 |
MinetestBot |
fireglow: I'll pass that on when Krock is around |
20:27 |
ShadowBot |
fireglow: O.K. |
20:40 |
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21:07 |
zyabin101 |
fireglow, do mbot and sbot *really* have that "tell ASAIC" function? ;3 |
21:08 |
zyabin101 |
(as soon as I can) |
21:10 |
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21:11 |
fireglow |
what |
21:13 |
xerox123 |
how do I get all the mods to show up in world.mt so I can set them to true? |
21:13 |
xerox123 |
would deleting it regenerate it? |
21:13 |
xerox123 |
wait nevermind they showed up |
21:16 |
agaran |
xerox123: you add mods, run server, shutdown, they get added. Rinse and repeat |
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22:07 |
Nyarg |
something wrong: Minetest show me mesh with textures inside visible only. (Blender: create cube + add bone + ctlP + export mycube.x) |
22:07 |
Nyarg |
Why ? |
22:11 |
Nyarg |
oops mow works ok |
22:14 |
Nyarg |
export restPosition issue |
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22:32 |
Nyarg |
nope, if I rotate mesh via set_bone_position() textures again seems inside mesh ... mmagic |
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22:41 |
sofar |
Nyarg: normals? |
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