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Fix automatic rotate for attached entities #12392
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This is so trivial it's suspicious. Can you try to find out why it was disabled for attached entities? |
With all this in mind it's worth noting that at the time this check was added it was reasonable because setting the yaw would've taken no effect either way; I just wonder why @pgimeno's PR didn't remove it and would like to hear his input on this. That said this PR seems to work fine and I believe extensive testing of this is worth more than trying to dig up the past. |
What exactly did you test? Given that the possible attachment chains can be as hilarious “a player with arrows in them sits on a mob that is in a boat that is in a minecart”, I am as suspicious of this as @sfan5 is. |
Then please test it. |
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Works as advertised
@corarona @erlehmann turns out MCL2 relies on this being broken; wielditems have started spinning since they have automatic rotate set... See the following video by @rollerozxa: https://media.discordapp.net/attachments/369123125021114369/999773166656290846/2022-07-21_22-21-42.mp4 The fix is trivial: Just remove the line https://git.minetest.land/MineClone2/MineClone2/src/commit/69d1c26a155af0d7315ac29cd37060928b9cde24/mods/PLAYER/mcl_wieldview/init.lua#L87 |
@appgurueu wait, why is it set there though?
Wise words. |
@EliasFleckenstein03 according to @rubenwardy can we get a CDB search for |
What's suspicious is that modders have been cargo-culting arbitrary |
When I rewrote the wieldview mod I copied some of the old code. No idea what automatic_rotate does tbh. |
For future reference: Full recognition before processing (i.e. following LANGSEC principles) would have prevented this. |
Trivial fix to make automatic rotation work for attached entities.
How to test
then
/spawnentity testentities:spinner
and punch it to attach