itemframes:frame_invis should spawn entity closer to the center of the collision box #6420
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Reference: your-land/bugtracker#6420
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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:
Dolphin on a tapestry:
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.
Is that rather integration or upstream?
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?
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.
upstream issue closed, changed here:
8f39564306
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.
#1273, #4529. and if you want to make food sit on a table better, #2067
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?
I found one thing that looks broken now:
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
QA
Looks good enough for me, but we may revisit this if more drawbacks surface
live