Time Nick Message 15:43 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 well erle, guess what: I've already implemented it this way 16:27 MTDiscord See #12379 16:27 ShadowBot https://github.com/minetest/minetest/issues/12379 -- Allow rotating entity selectionboxes by appgurueu 16:27 MTDiscord it's optional 16:27 MTDiscord 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 hmm it's actually quite smooth for those 16:28 MTDiscord 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 nope 16:31 MTDiscord 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 not with a ten mile pole 16:32 MTDiscord it's way more complex for collision boxes 16:32 MTDiscord 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 yes 16:39 MTDiscord Given that most people don't even have selection boxes on, I wonder who will use this 16:39 MTDiscord What? 16:39 MTDiscord I don't understand not having selection on 16:40 MTDiscord 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 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 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 ^ 16:41 MTDiscord I get the point, it's just going to be most useful if you have them on 16:41 MTDiscord yes 16:41 MTDiscord indeed 16:41 MTDiscord 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 collision boxes are entirely unaffec 16:42 MTDiscord Now, pointing the head will allow you to select the gator 16:42 MTDiscord ted BTW 16:43 rubenwardy Are there any mods that add melee using hurt boxes rather than selection 16:43 MTDiscord 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 Imo, very useful, even w/o visible boxes 16:45 sfan5 useful especially without visible boxes 16:46 MTDiscord Yeah 18:56 * Pexin notes "hurtbox" to use as in-setting slang for tabletop rpg 19:41 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: DevTest: Add nodes and items for testing overlays (#12304) 13fe299e2 https://github.com/minetest/minetest/commit/fe299e24d6ad5bb58e077ec372737b117ac6cf94 (152022-05-27T19:39:36Z) 19:41 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Builtin: Optimize misc helpers (#12377) 13e8b2954 https://github.com/minetest/minetest/commit/e8b2954586ebd9e35e3f9f7230ff6713b65c4967 (152022-05-27T19:40:38Z)