![]() ![]() I'm not sure if player_api is available outside of the MTGame I could fork it but I'm not sure that would be very helpful for new users of minetest. ![]() I could fold just the animations back into the base model available in player_api, however given the freeze on MTGame i wasn't sure that would be accepted as it technically adds functionality. Maybe not standard to minetest in general, but it should probably get folded into 3D Armor. I've updated contentdb to indicate R1 is 5.0>5.3 and R2 is 5.3 only I'll do a bug fix release 3 shortly which will support both. I have an idea how to fix just need a bit of time to basically unscramble the blend file something I was trying to avoid.Įdit3: Got it okay helps if I'd read the headanim more closely it only works in 5.3+ So basically if your on sub 5.3 install and use release1 for now. looks like my mod doesn't like 5.2.0, I expect its something in the b3d exporting.Įdit2: Tried old and new b3d exporter same issue, I'm not entirely sure why 5.3.0 works although change log indicates some fix's to underlying graphics engine. Let me know the above I'll try and nail the issue down.Įdit: okay replicated the bug, now I'll see if I can fix it. Nice bug :), sorry usual questions what version of Minetest? and any other mods running that mess with player_api?Įdit: Or maybe a skins or wardrobe mod? Can see some odd texture fighting going on in screenshot. Basically anything with node.drawtype="airlike" is flyable and anything with node.drawtype="liquid" or "flowingliquid" is swimable so no more need of manual node lists, thanks again Gundul.īoth edits are now avaliable in source now, I'll do a new release soon and update the 1st post when I have. I did test with headanim enabled and they didnt seem to fight to much but I'd turn headanim off/disabled if you currently have it installed and enabled and using the above from source.Īlso got rid of the word "true" being printed to UI when loading mod.left a checkline of code active opps.Įdit: Improved the way nodes detected as being flyable or swimmable. So now Sams chin stops on his chest when looking down - roughly 60degree, same with putting head back stops at 60degrees.Īvaliable from source download only at the moment. I also made the regular head not do the full -90 to +90 range when doing the regular animations. Full credit to LoneWolfHT for the solution though. I just incoporated "headanim" as I needed to add an offset metric to make it work. Edit2: Both Incorporated into release ver0.2 Improved Functionality. ![]()
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