fix entity swap reset position bug
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austin 2025-03-24 18:59:16 -04:00
parent bb886bcf12
commit cdc37a70f6
4 changed files with 16 additions and 1 deletions

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@ -0,0 +1,5 @@
@page combat Combat
consider: Unlock new animations after training in game engine

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@ -22,4 +22,5 @@ Discussion of, at a high game-design level, how everything should work and conne
- @subpage economicsindex
- @subpage structuresandbuildings
- @subpage dungeonsindex
- @subpage controlDesign
- @subpage controlDesign
- @subpage combat

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@ -1316,6 +1316,12 @@ Single block model custom shader
Data-defined actor per-mesh uniform overrides
Proper textures on each block item
(03/06/2025)
Fix bugs with block chunks not being marked as non-homogenous after editing
(03/24/2025)
Fix entity swap button resetting position
# TODO
@ -1347,6 +1353,7 @@ Floating world origin
- Separately simulated regions of physics that dynamically merge/unmerge based on chunk loading
Bug Fixes
- Server not regenerating physics entities correctly after block edit
- Fix hitbox placement does not scale with entity scale on server
- Calculate bounding sphere for meshes by deforming vertices with bone default pose instead of no bone deform
- Fix light cluster mapping for foliage shader

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@ -107,6 +107,7 @@ public class CharacterProtocol implements ServerProtocolTemplate<CharacterMessag
/**
* Spawns the player's entity
* @param connectionHandler The connection handler for the player
* @param id The id in the db to lookup the template from
* @return THe player's entity
*/
static Entity spawnEntityForClient(ServerConnectionHandler connectionHandler, int id){
@ -196,6 +197,7 @@ public class CharacterProtocol implements ServerProtocolTemplate<CharacterMessag
Player player = connectionHandler.getPlayer();
Entity playerEntity = player.getPlayerEntity();
Vector3d position = EntityUtils.getPosition(playerEntity);
Globals.realmManager.getEntityRealm(playerEntity).registerSpawnPoint(position);;
Globals.realmManager.getEntityRealm(playerEntity).getSpawnPoint().set(position);
ServerEntityUtils.destroyEntity(playerEntity);