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So, it looks like the idea of using a mask to add the ability to partially disable SAO damage/breath logic in combination with Lua callback does not sound interesting for...
> This PR still contains the change to add node damage to entities. That doesn't belong in this PR and breaks backwards compatibility if enabled by default. Please remove it....
> Tested. The default value behavior didn't match my expectations. When not specifying `engine_mask`, all flags default to true. When specifying `engine_mask` as `{breathing = false}`, the other flags default...
Ok, `nil` is used with no change meaning in other parts of the `Lua` API tool. So it should be understandable. The previous version of `read_engine_mask` was also potentially buggy,...
> I like this PR and was about to submit my review when I got an idea. Wouldn't it be more helpful to control these damage ticks with floats for...
@appgurueu > I believe it would be cleaner for this to be a player-SAO field rather than an object property. I've sent you a pull request to refactor this appropriately...
@grorp I take @appgurueu ideas into this PR. So please recheck your approval.
Rebased -> easier to build now -> no manual irrlicht cloning.
@grorp What kind of change is needed now?
The bug reported by @SmallJoker should be fixed now. I am not able to reproduce the original glitch. Hopefully due to the new collision detection logic. But I removed the...