itemframes:frame_invis should spawn entity closer to the center of the collision box #6420

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opened 2024-03-08 20:38:36 +00:00 by whosit · 13 comments
Member

We tested this with AspireMint, and pos.z -= (1/16)*0.99 looks alright and has minimal z-fighting as you move away.

Sandwich on a table comparison:

image

Dolphin on a tapestry:
Screenshot 2024-03-08 233324

We tested this with AspireMint, and `pos.z -= (1/16)*0.99` looks alright and has minimal z-fighting as you move away. Sandwich on a table comparison: ![image](/attachments/edf5d036-3e58-40b6-a1cd-7a638f862512) Dolphin on a tapestry: ![Screenshot 2024-03-08 233324](/attachments/718b29fc-f1e7-4be4-9929-e5b7107b66d5)
whosit added the
1. kind/enhancement
label 2024-03-08 20:38:36 +00:00
Author
Member

If item can be made thicker, then it could both look like it's laying on the surface and peek a bit from behind tapestries.

Looks like items generated from textures are already thicker than the itemframe "frame". So with 0.99 shift they already clip inside the node a little bit.

image

~~If item can be made _thicker_, then it could both look like it's laying on the surface and peek a bit from behind tapestries.~~ Looks like items generated from textures are already thicker than the itemframe "frame". So with 0.99 shift they already clip inside the node a little bit. ![image](/attachments/abc8c663-f270-4e7b-ad54-4a80d874d16a)
179 KiB

Is that rather integration or upstream?

Is that rather integration or upstream?
whosit added the
3. source/mod upstream
label 2024-03-08 23:53:14 +00:00
Author
Member

Could be changed with some integration hacks too...

Could be changed with some integration hacks too...

Let's ask this differently: Are we the only ones affected due to our unique mod composition (or other YL circumstances) or would others profit from a fix, too?

Let's ask this differently: Are we the only ones affected due to our unique mod composition (or other YL circumstances) or would others profit from a fix, too?
Author
Member

reported upstream:
https://codeberg.org/tenplus1/itemframes/issues/1

But maybe we should've kept this as YL-only feature, which would give us leading edge in server competition, and maybe in gaming industry as a whole and beating that-other-game in popularity.

reported upstream: https://codeberg.org/tenplus1/itemframes/issues/1 But maybe we should've kept this as YL-only feature, which would give us leading edge in server competition, and maybe in gaming industry as a whole and beating that-other-game in popularity.
Author
Member

upstream issue closed, changed here:
8f39564306

upstream issue closed, changed here: https://codeberg.org/tenplus1/itemframes/commit/8f39564306e041996815e40281070a0ebf0576e3
whosit added the
4. step/ready to QA test
label 2024-03-09 15:21:12 +00:00
AliasAlreadyTaken added this to the 1.1.123 milestone 2024-03-10 14:58:53 +00:00
Member

hm, wish i'd seen this discussion before the change was made. remember that not all wielditems are the 3d-extrusion of the wield texture, some are reconstructions of nodebox/mesh and other drawtypes in 3d, and if you shift those around, things become totally invisible in the frame.

hm, wish i'd seen this discussion before the change was made. remember that not all wielditems are the 3d-extrusion of the wield texture, some are reconstructions of nodebox/mesh and other drawtypes in 3d, and if you shift those around, things become totally invisible in the frame.
Member

#1273, #4529. and if you want to make food sit on a table better, #2067

#1273, #4529. and if you want to make food sit on a table better, #2067
Author
Member

With this change stuff that was flush against the visible item frame, should become flush with the wall in case of the invisible frame, no?
I know lots of 3d stuff looks wrong in frames, but it should be fixed in some other way?

With this change stuff that was flush against the visible item frame, should become flush with the wall in case of the invisible frame, no? I know lots of 3d stuff looks wrong in frames, but it should be fixed in some other way?
Author
Member

Screenshot 2024-03-11 111517
Screenshot 2024-03-11 112521
Screenshot 2024-03-11 121700
Screenshot 2024-03-11 113104
Screenshot 2024-03-11 114503
Screenshot 2024-03-11 114444
Screenshot 2024-03-11 113228

![Screenshot 2024-03-11 111517](/attachments/738ec43d-c2f5-47fd-98fd-8580bc217526) ![Screenshot 2024-03-11 112521](/attachments/92e27318-557b-461d-9332-d2f390d35ece) ![Screenshot 2024-03-11 121700](/attachments/a7c4c7fd-43bb-432a-b8a8-73fc8c6b9432) ![Screenshot 2024-03-11 113104](/attachments/b8bab0fd-64bd-40b3-85b5-5bfcb88fc28e) ![Screenshot 2024-03-11 114503](/attachments/7ad73b7a-8527-4ce6-8994-7a7bfd4b3fc0) ![Screenshot 2024-03-11 114444](/attachments/39702730-0c1e-457e-a2c5-ce323d264667) ![Screenshot 2024-03-11 113228](/attachments/dd8746fd-a3c6-4dcf-a6eb-85d7ec7fb078)
Author
Member

I found one thing that looks broken now:
Screenshot 2024-03-11 113547

But in my opinion it's a win overall. People use "inventory image" items much more often and they definitely look better now.

I think this is done, but please someone else mark it as OK :p

I found one thing that looks broken now: ![Screenshot 2024-03-11 113547](/attachments/1a44346a-c923-415d-aed9-179b994b4dd4) But in my opinion it's a win overall. People use "inventory image" items much more often and they definitely look better now. I think this is done, but please someone else mark it as OK :p
AliasAlreadyTaken added the
ugh/QA OK
label 2024-03-11 14:00:20 +00:00

QA

Looks good enough for me, but we may revisit this if more drawbacks surface

QA Looks good enough for me, but we may revisit this if more drawbacks surface
flux added
5. result/fixed
and removed
4. step/ready to QA test
labels 2024-03-28 23:07:55 +00:00
Member

live

live
flux closed this issue 2024-03-28 23:08:01 +00:00
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Reference: your-land/bugtracker#6420
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