AspireMint reports: Camera offset does not change ... #6760
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Reference: your-land/bugtracker#6760
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AspireMint reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
Uh, also in 5.7.0 it does not work anymore.
Seems like set_eye_offset is broken somehow.
issue is present in
Windows 5.8.0
Windows 5.7.0
Linux 5.7.0
Linux 5.8.0
Linux 5.9.0-dev
=> Sounds like it is inpdendent of MT version
Smallest faulty modset:
skinsdb :
cd27e24b6f
OR
3d_armor
affected:
emote :
2482e08065
No change of eye_offset, sit or lay should move the eye offset
beds:
No change of eye_offset, lay in bed should move the eye offset
boats:
No change of eye_offset, lay in bed should move the eye offset
ts_furniture:
eye offset changed to where the chair is
Looks like
player_api demands every model registered separately:
MTG:
skinsdb:
The skisndb definiton is missing - among others - the line
Looks like skinsdb and 3d_armor need to add what they are missing from the definition and ts_furniture needs to remove theirs. Others already found that out and it's underway :)
Breakdown:
player_api
has a feature where it correctly sets theeye_height
based on the animation. You can see this being used in the default player model definition inplayer_api/init.lua
.skinsdb
and3d_armor
override the registration, disabling the feature by failing to specifyeye_height
property overrides for the specific animations. Hence they break beds and boats.ts_furniture
was written before this feature existed. Hence it compensates for the elevated eye height itself by setting an eye offset. But now that the feature exists, this means the effective camera position is lowered twice: Once byplayer_api
viaeye_height
, and once via the eye offset set byts_furniture
, so it ends up too low.One solution, assuming you only want to run a new version of
player_api
and patched / new versions of the other mods, would be:3d_armor
andskinsdb
by adding the missingeye_height
fields (both for the animations and for the default eye height);set_eye_offset
fromts_furniture
. (It's a somewhat brittle hack anyways: Mods for firing projectiles for example will usually takeeye_height
, but not eye offset into account, meaning they would look wrong with the eye offset. Lettingplayer_api
manageeye_height
based on animation is the cleaner solution; it also simplifiests_furniture
code.)(For the maintainers of the respective mods, it might be a bit harder, since they might want to support older
player_api
versions as well. This could be implemented either by querying eye height or by detectingplayer_api
by new features.)