Jammy reports: you can go through giant elect ... #5929
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Reference: your-land/bugtracker#5929
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Jammy reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
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Status:
Teleport command:
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i've known about this for ages but never bothered to report it. something about the collision box is wonky.
It's funny how with time you can get used to anything and just forget it's abnormality :)
I think I have an idea what's up with that.
According to this:
https://github.com/minetest/minetest/blob/master/doc/lua_api.md#node-boxes
I assume that the engine just does not check the collision boxes for nodes that are outside this range. This means that when you touch the crystal from the top, by the time it considered for collision checking, you're already inside of it.
should be fixed with this:
5c45af8bfd
someone please validate this. i'm not sure i found everything and haven't actually validated the fix.
The rotated ones look a bit wonky, but I can stand on top...
oh, i suppose i shouldn't have modified the selection boxes, only the collision boxes.
dd427d4660
hm, i wonder if the 1.45 thing is the reason for #5491 ...
a full list of nodes with invalid collision or node boxes:
oh, this is also why you can "fall into" and get stuck inside a mobs fence.
also there's a lot of other ones that're invalid by dint of having the negative coordinate greater than the positive one (e.g. a bunch of signs, which is probably why you can walk through them)
geez that's a long list
#3880
Why do the arrows have a node?!
x_bows:arrow_training_brown_node
in x_bows that we currently use, the arrow entity uses a wielditem drawtype, and the arrow nodes are used as the "wielded item". it's similar to how custom hands for player skins also have their own node.
the current x_bows has switched to using a real mesh entity, and that's what i'm using in y_bows as well.
i could write some integration code that iterates all nodes and ensures they've got sane collision boxes. i'm not really interested in fixing everything in this list individually. as DW pointed out, that's a long list, even if it's probably only a couple dozen distinct bits of code.
No, it's up to the modmakers to deliver reasonable nodeboxes. How did you detect them?
fix_nodebox
would bound the min/max values between-1.45
and1.45
.if this is run in the
on_mods_loaded
callback, things should turn out right for all client connections.I wonder if forcing everything to "safe limit" would open new gaps anywhere that people/mobs could squeeze (or glitch?) through.
Also, where 1.45 even comes from? The extent of doors is "3/2" and it almost works, with only slight jitter.
So, we should figure out what is the real limit, either from source code or just by experimenting.
And maybe for doors to stop jittering it should be somehow fixed upstream (edit: in the engine)...
i don't think so, i think instead it'd close gaps.