Time |
Nick |
Message |
00:12 |
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00:22 |
MTDiscord |
<FatalError> why is there currently no ability to attach particlespawners to a bone |
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01:49 |
MTDiscord |
<LandarVargan> Would attaching a particlespawner to an entity to a bone work? |
02:14 |
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04:00 |
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04:07 |
MTDiscord |
<FatalError> yes, it would, but it's not exactly... well practical, especially because the vectors can be quite unpredictable with attached things |
04:07 |
MTDiscord |
<FatalError> or, well, bones in general |
04:22 |
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07:50 |
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08:19 |
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08:41 |
MTDiscord |
<luatic> ? |
08:41 |
MTDiscord |
<luatic> LandarVargans workaround is fine, the only concerns it raises are performance concerns (unneeded entities) |
09:29 |
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09:47 |
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10:16 |
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10:22 |
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10:42 |
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10:48 |
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11:55 |
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12:12 |
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12:39 |
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13:14 |
MTDiscord |
<MisterE> Don't worry, it would be needed to attach the particle spawner. So no unneeded entites |
13:15 |
appguru |
Yeah I phrased that poorly |
13:15 |
appguru |
Dummy entities, whatever you want to call them |
13:15 |
appguru |
The traffic for an entity when ideally - with engine changes - a particlespawner alone would suffice |
13:16 |
MTDiscord |
<MisterE> Dummy entities... whatever entity came up with this system in the first place? |
13:28 |
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13:44 |
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14:09 |
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14:31 |
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14:50 |
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14:58 |
MTDiscord |
<Benrob0329> Doesn't feel worse than using an Empty to track or control something in blender |
15:02 |
MTDiscord |
<Warr1024> Does blender charge as much runtime performance and network traffic for the existence of an Empty as MT does for an ent? |
15:07 |
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15:12 |
rubenwardy |
Particle spawners should probably be a type of object you can attach |
15:15 |
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15:25 |
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16:00 |
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16:05 |
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16:19 |
MTDiscord |
<FatalError> I suppose i could use a invisible sprite entity, im going to need to be able to properly scale attachments basically either way |
16:20 |
MTDiscord |
<FatalError> And ive been running into issues with reticles |
16:20 |
MTDiscord |
<FatalError> Basically i have to make it disappear for flashing |
16:20 |
MTDiscord |
<FatalError> While ideally the engine wouldnt be broken... it is |
16:20 |
MTDiscord |
<FatalError> Not disappear for flashing, i meant to say disappear for switching between the animated and the parralax state |
16:21 |
MTDiscord |
<FatalError> I got confused because it disappearing momentarily is sorta a flasg |
16:21 |
MTDiscord |
<FatalError> Flash |
16:21 |
MTDiscord |
<FatalError> Not the point, point is, this may be a decent solution, simply define the root bone of the gun, and particle spawners and reticles will attach to that based off their offset specifications |
16:22 |
MTDiscord |
<FatalError> Ironically this dummy object would clean code up |
16:22 |
MTDiscord |
<FatalError> God i hate minetest |
16:28 |
muurkha |
I don't |
16:38 |
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17:01 |
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17:11 |
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18:09 |
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18:10 |
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18:12 |
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18:30 |
MinetestBot |
[git] srifqi -> minetest/minetest: Add crosshair support for Android (#7865) 3978b9b https://github.com/minetest/minetest/commit/3978b9b8ed1c318c3f9a088beb331c26bca6de6b (2022-09-29T18:30:33Z) |
18:34 |
MinetestBot |
[git] x2048 -> minetest/minetest: Bloom (#12791) 9df79a4 https://github.com/minetest/minetest/commit/9df79a4b2d68979c3e15797d518d957787ba4e21 (2022-09-29T18:34:05Z) |
18:36 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Fix error msg if craft replacement w/ full inv (#12820) 5e7ea06 https://github.com/minetest/minetest/commit/5e7ea0664aadfbe6f23ab21ff96e24329df2fd34 (2022-09-29T18:34:51Z) |
18:50 |
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18:57 |
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19:10 |
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19:13 |
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19:25 |
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19:57 |
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20:11 |
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20:13 |
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20:14 |
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20:55 |
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21:01 |
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21:06 |
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21:10 |
Meowie_Gamer |
... |
21:10 |
Meowie_Gamer |
anyone here |
21:11 |
garywhite |
no :P |
21:12 |
Meowie_Gamer |
ah |
21:12 |
Meowie_Gamer |
that sucks |
21:27 |
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21:27 |
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21:28 |
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21:34 |
MTDiscord |
<Jonathon> Don't think so 🙃 |
21:36 |
Meowie_Gamer |
yeah |
22:26 |
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22:30 |
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22:34 |
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22:53 |
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23:00 |
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