TogAr2
TogAr2
Thank you for telling me about the falling property, however the levels are still inverted for me. `Block.WATER.withProperty("level", "7")` results in water with level 1. (I am using master)
Correct me if I am wrong, but your water stream seems to be going 0, 1, 2, 3, 4, 5, 6, 7, the further away from the player the higher...
I'm a bit worried about using the extension improvements branch, because it will require every user of this extension to use it as well
Hey Jasper! I finally decided to get back into this project. It is now completely updated to the latest Minestom version (along with several improvements to projectiles). I haven't done...
Did you test this with actual players (and not just fakeplayers or any other entity whose movement is controlled server side)? Minestom physics does not have support for water, which...
I did some testing today and it seems the knockback in water _should_ be different because the gravity & physics in water is different, but this is not the case...
Implementing water physics is going to be quite difficult and out of scope for this project, even though I do think Minestom should support them. I'll try to incorporate some...
>water physics will be handled on the client The problem is that this is not completely the case. The vanilla server applies a physics tick _before_ sending the velocity out...
Are you aware there is already some raycasting done in Minestom physics (to check for collisions)? See `EntityCollision` and `BlockCollision` classes. I agree exposing things in an API could be...
Casting a fishing rod would be something like `ProjectileShootEvent` (I don’t remember the precise name). Fishing in water is not supported by MinestomPvP (water physics in general aren’t yet) and...