Merge pull request 'Merge critical fix into production' (#20) from master into production

Reviewed-on: MineClone5/MineClone5#20
Reviewed-by: Emojigit <emojigit@noreply.git.minetest.land>
This commit is contained in:
kay27 2021-07-29 07:45:06 +00:00
commit d9c29d156b
3 changed files with 9 additions and 5 deletions

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@ -24,8 +24,8 @@ text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the You can choose which license applies to you: Either the
license of MineClone 5 (GNU GPLv3) or the mod's license. license of MineClone 5 (GNU GPLv3) or the mod's license.
MineClone 5 is a direct continuation of the discontinued MineClone MineClone5 is a fork of MineClone2 that uses a different workflow
project by davedevils. to includes features after Minecaft 1.12.
Mod credits: Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors. See `README.txt` or `README.md` in each mod directory for information about other authors.

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@ -92,7 +92,7 @@ The MineClone 5 repository is hosted at Mesehub. To contribute or report issues,
The main goal of **MineClone 5** is to be a clone of Minecraft and to be released as free software. The main goal of **MineClone 5** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft Java Edition latest version** * **Target of development: Minecraft Java Edition latest version**
* MineClone 5 also includes Optifine features supported by the Minetest * MineClone 5 also includes Optifine features supported by the Minetest engine
* In general, Minecraft is aimed to be cloned as good as possible * In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority * Cloning the gameplay has highest priority
* MineClone 5 will use different assets, but with a similar style * MineClone 5 will use different assets, but with a similar style

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@ -227,8 +227,12 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end end
-- mob rotation -- mob rotation
entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate) local rotate = entity.rotate
entity.yaw = entity.driver:get_look_horizontal() - entity.rotate if rotate then
local yaw = entity.driver:get_look_horizontal() - rotate
entity.yaw = yaw
entity.object:set_yaw(yaw)
end
--[[ --[[
if can_fly then if can_fly then