Irrigation channel bounds
marcel0ll opened this issue ยท 8 comments
Even when connected their bounds are the same as a single irrigation channel block. So in the middle of two connected channels, you can hit the block behind.
It looks like this is still an issue. Luckily, I think there is already a solution in the grate class, the intersection method. (If I could get you to port that method please @InfinityRaider).
No, the selection bounding box is always a rectangular prism, so to make it appear to follow the block's bounds, we have to do a raytrace to check what part of the block the player is looking at.
I would check out the BuildCraft code for the pipes, or the code from tinkers for the casting channels.
Thanks for the hint, I already did that, but I wasn't motivated to add it in at the time
I don't really consider necroposting a thing on GitHub, except for issues that have been closed for ages and arent relevant anymore. This is still relevant.
Yes I am aware of this, I've tried fixing that, but it didn't work. I'm still trying to figure it out.
Commit de1d716 fixes at least the visual bounds (grid lines). I have to investigate further how the whole collision bb stuff works.