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appguru |
erle: If I made a PR that rotated all entity selectionboxes based on their rotation (which breaks backwards compat), would you insist on adding an object property to enable it? |
16:25 |
erle |
appguru yes, because there is stuff like robots that rotate in place on a grid. |
16:26 |
erle |
appguru also because there are nodes with associated entities |
16:26 |
erle |
appguru for the latter case it is kinda important that the selection box is the box you'd expect for the node, since it's trickery obviously |
16:27 |
MTDiscord |
<luatic> well erle, guess what: I've already implemented it this way |
16:27 |
MTDiscord |
<luatic> See #12379 |
16:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/12379 -- Allow rotating entity selectionboxes by appgurueu |
16:27 |
MTDiscord |
<luatic> it's optional |
16:27 |
MTDiscord |
<luatic> I just needed you to prove a point that it had to be optional lol ;P |
16:27 |
erle |
appguru also rotating the selection box for rotating entities would be EXTREMELY ANNOYING for constantly rotating entities that represent some powerup or whatever |
16:28 |
erle |
or, say, an item lol |
16:28 |
MTDiscord |
<luatic> hmm it's actually quite smooth for those |
16:28 |
MTDiscord |
<luatic> I had it work on items due to a bug lol (since fixed) |
16:28 |
erle |
depends on the shape of the thing |
16:28 |
erle |
think of a flat coin that rotates |
16:30 |
erle |
luatic for mobs that are not round/cube-shaped i think this is a good change |
16:31 |
erle |
appguru, what about collision boxes? |
16:31 |
MTDiscord |
<luatic> nope |
16:31 |
MTDiscord |
<luatic> not gonna touch em |
16:31 |
erle |
just in case you'll do it for collision boxes later. there are mobs that *just* fit through a door or so. they certainly won't fit if their collision box is rotated. |
16:31 |
MTDiscord |
<luatic> not with a ten mile pole |
16:32 |
MTDiscord |
<luatic> it's way more complex for collision boxes |
16:32 |
MTDiscord |
<luatic> it would require angular momentum |
16:32 |
erle |
basically if you rotate collision boxes you need a docking algorithm |
16:32 |
erle |
oh yeah that too lol |
16:33 |
erle |
appguru well with the property it does not break compat, am i right? |
16:34 |
MTDiscord |
<luatic> yes |
16:39 |
MTDiscord |
<Jonathon> Given that most people don't even have selection boxes on, I wonder who will use this |
16:39 |
MTDiscord |
<MisterE> What? |
16:39 |
MTDiscord |
<MisterE> I don't understand not having selection on |
16:40 |
MTDiscord |
<Jonathon> Minetest by default just changes the cross hair when your pointed at a entity |
16:40 |
rubenwardy |
object selection boxes are off by default |
16:40 |
MTDiscord |
<MisterE> Oh no, you're missing the point |
16:40 |
rubenwardy |
but this does effect selection |
16:40 |
rubenwardy |
not just the rendering |
16:41 |
MTDiscord |
<MisterE> The point is, if you have a box on an aligator |
16:41 |
rubenwardy |
so if you have a long and thin animal, like most animals, you'll be able to correctly select the |
16:41 |
MTDiscord |
<luatic> ^ |
16:41 |
MTDiscord |
<Jonathon> I get the point, it's just going to be most useful if you have them on |
16:41 |
MTDiscord |
<luatic> yes |
16:41 |
MTDiscord |
<luatic> indeed |
16:41 |
MTDiscord |
<MisterE> then previously you would have had to settlte for a small box in the center, if you pointed at the head, you would not select the gator |
16:42 |
MTDiscord |
<luatic> collision boxes are entirely unaffec |
16:42 |
MTDiscord |
<MisterE> Now, pointing the head will allow you to select the gator |
16:42 |
MTDiscord |
<luatic> ted BTW |
16:43 |
rubenwardy |
Are there any mods that add melee using hurt boxes rather than selection |
16:43 |
MTDiscord |
<luatic> hurt boxes? like attached entities? |
16:43 |
rubenwardy |
ie: the path your sword takes is modeled using a hurtbox, things in that hurt box are cut |
16:44 |
MTDiscord |
<MisterE> Imo, very useful, even w/o visible boxes |
16:45 |
sfan5 |
useful especially without visible boxes |
16:46 |
MTDiscord |
<MisterE> Yeah |
16:55 |
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18:56 |
* Pexin |
notes "hurtbox" to use as in-setting slang for tabletop rpg |
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19:41 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: DevTest: Add nodes and items for testing overlays (#12304) fe299e2 https://github.com/minetest/minetest/commit/fe299e24d6ad5bb58e077ec372737b117ac6cf94 (2022-05-27T19:39:36Z) |
19:41 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Builtin: Optimize misc helpers (#12377) e8b2954 https://github.com/minetest/minetest/commit/e8b2954586ebd9e35e3f9f7230ff6713b65c4967 (2022-05-27T19:40:38Z) |
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