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Add physics modifier wrapper to prevent physics override conflicts between mods #288
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Is there anything else but sprint and medkits to override player physics? |
As of now, that's it, but if shooter is going to be replaced by another guns mod gunslinger (WIP for now), this would also meddle with physics overrides: ClobberXD/gunslinger#1
It's actually the other way around. Physics overrides are the most complicated to work with directly, when there's more than one mod involved. See minetest/minetest#7269 and a relevant topic on the Minetest forum You've already seen how medkits and sprint barely manage to work together with respect to physics overrides. Both the mods have to add special methods and checks to each other, making the mods dependent on each other. If a third mod needs to modify physics overrides, then all three mods would have to interface with each other, the best they can. You can see where I'm going with this - the more the mods that modify player physics overrides, the more difficult it gets to make them work with each other without any issues. |
Should this be a part of |
It could be completely stand-alone modificitation bundled as submodule. |
There are many mods out there that allow for physics modifiers. It's just that they have too many features, which end up bloating those mods. See #289 for my proposed implementation. I've tried to make it as light-weight as possible.
For that, there's already a "controversial" PR: minetest/minetest#7269 |
In a bid to make |
May be it is better to borrow implementation, you mention here. |
With more and more mods overriding player physics (
sprint
,medkits
, etc.), things are getting pretty complicated to ensure the overrides work together and don't conflict with each other.I'm planning on making a light-weight physics modifier wrapper around
set_physics_modifier
that applies modifiers on top of each other. Mods would be able to access the modifier "layers" they created, and modify them without affecting the modifier layers set by other mods.The text was updated successfully, but these errors were encountered: