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  1. Immortius

    Entity is not beeing rendered when its using the RigidBody Component

    You forgot to include your arrow and scaled cube meshes and textures. :P Anyhow, they are rendering, they're just appearing around the origin (0,0,0) and jittering about (small pro-tip - when things go wrong check the origin :) ). As is everything with a rigid body (i.e. dropped blocks).
  2. Immortius

    Hello everyone.

    Guild War 2's system is another interesting one, with its guided discovery.
  3. Immortius

    Entity is not beeing rendered when its using the RigidBody Component

    Oh, one thing worth noting: If an entity has a non-kinematic rigid body then it will not interact well with location changes - a non-kinematic rigid body is under the control of the physics engine. It should only have forces and impulses applied to it. A kinematic rigid body on the other hand...
  4. Immortius

    Entity is not beeing rendered when its using the RigidBody Component

    I'll have a look into it. The arrow does appear to be missing a Location. UnsupportedTypeComponent is part of the unit tests, I don't know why it would be being detected unless your IDE isn't set up to put test classes in a separate location to the runtime classes.
  5. Immortius

    Project Modding Arc

    Added support for components, component systems and events - all these can be added to mods and registered either automatically (components, events) or through an annotation (component systems). Did some messing around with security, have a sense of how it might work but decided to leave it...
  6. Immortius

    Entity is not beeing rendered when its using the RigidBody Component

    Check the log for errors, make sure you have commas between the different component sections in the prefab. Perhaps post your full prefab file?
  7. Immortius

    Inactive Space

    Still finding this very vague. How is the player going to leave the world? What exactly is the effect of being in space?
  8. Immortius

    FrameRate bricht nach und nach ein O_o

    I guess rendering transparency rendering is kind of slow on your machine, which might be compounded by problems in our liquid system, will need to investigate at some point.
  9. Immortius

    Wernesgruner's Intro

    Ah, yeah. We're currently sticking to 1.6 of the JDK, because of some concerns around it not working on the Mac (as described here). The other trickiness is that groovy is used to a tiny degree, so Eclipse users need to install the Groovy plugin before it can compile. It would probably be a 10...
  10. Immortius

    Wernesgruner's Intro

    Hi Wernesgruner. If you have any questions at all about the code feel free to drop me a line. There are a lot of pieces that are still falling into place, including a proper system for modding - but that should be coming soon. :)
  11. Immortius

    Project Modding Arc

    Started working on mods with code. The initial work has been around the build script and a restructure of how mods are laid out. Mods are now set up as subprojects so can be worked with properly in an IDE. They compile into a classes folder within the mod folder, with the intention that they...
  12. Immortius

    Project Modding Arc

    Added support for block categories - they can be set by { "categories" : ["soil"] } in a block definition. BlockManager provides methods for finding available block families in each category. I also changed the console command system so that commands are registered through annotations...
  13. Immortius

    Inactive Combat

    I would prefer not to mess with JBullet's fixed timestep like that. We need it to be a fixed value to have any remote chance of keeping physics synchronised between the server and client. I would suggest upping the maxSubSteps to 2 or 3 though, for when the framerate drops. :) The default...
  14. Immortius

    How to debug and step through code

    Set it up to run/debug org.terasology.game.Terasology . That is the start point for Terasology (standalone, anyhow). You can put a breakpoint in that class' main function to go straight into debug.
  15. Immortius

    State of the Code: Entity System

    So it has been a while since the entity system was added to Terasology, so I thought I'ld do a review of where it is at, what needs to be improved, and where to from here. Feel free to add any thoughts or observations. What works well I feel that the general principle of having entities with...
  16. Immortius

    FrameRate bricht nach und nach ein O_o

    If you press F4 a readout of where CPU time is being spent appears, can you report it typically reports when the FPS drops?
  17. Immortius

    Maintenance Skeletal Mesh Support

    They should be pointed at the player, but there's a bug in there, will fix. Having the model connect to the floor properly is a collision/ai setup issue, out of scope for this incubator.
  18. Immortius

    Maintenance Skeletal Mesh Support

    All done now, it is now possible to spawn a galloping pony with the /spawnPrefab "testmod:pony" command
  19. Immortius

    Height Limit

    The vertical axis is he middle one in Terasology, so chunks are 16x256x16. Sunlight doesn't attenuate when propagating downwards at the moment, so the complete vertical stack is required to calculate sun light. This is the primary reason chunks are 16x256x16 at the moment I believe. Need to work...
  20. Immortius

    Resolved World not working in new builds

    It sounds like your saved world is from a version of Terasology before I did a big piece of work to help save games remain compatible across versions. Prior to that saved games were only guaranteed compatibility with the version of the game that created them (and the game would have crashed...
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