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"Meshy" Fix #640
"Meshy" Fix #640
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Oh I also scraped that bundler thing because now that the code is much smaller it's easier to organize in a single file and works just fine |
Nice that you managed to convert it to event hooks, that should make it easier to maintain. |
Yea, added the prefix last second although I was sure I got them all. I also noticed issues with meshes having incorrect offsets if they had different pivot points. This is an issue in both the current version and past, I just don't know how to fix this issue sense the mesh position is fix to the origin but they also independent I really looked hard into the source but I couldn't find a solution |
Function Prefix Bad meta data stuffs
@JannisX11 Fixed it. |
Still doesn't work correctly |
@JannisX11 Fixed lol |
Please don't be another issue |
Unfortunately I'm still seeing similar issues. Additionally, I'm having the issue that after saving the position of elements in Blockbench moves. It doesn't update visually, but you see that the transform gizmo is in the wrong spot, and once you move it you'll see that it's in the wrong location. Is that not the case on your end? This is an issue that can happen if you modify vector arrays of the mesh directly instead of creating a copy via let vertex_position = mesh.vertices[vertex_key];
vertex_position[2] = 5; |
No I don't see the position shifting after for me? Strange Let me check that it's correct |
I fixed the issue of it moving after saving. Rotation is hard. but I think was because that BB x and y rotation are flip from Minecraft if I'm wrong tell me but it seemed to fix the issue. Since that's what you do in bedrock.js for texture meshes and locators |
Cool, seems to be all working now! |
The plugin now uses events rather than recreating the Format.compile and other functions, Also comes with a pretty big bug fix. Fixing the x-axis invetation due to the pretty big changes I waited a ~week for people to find bugs but none.