Slabs should allow player to sit on the surface

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    Using slabs to make things more visually appealing like chairs, couches and beds should allow the player to sit on the surface and not the original cubes bounding box.

    Also if I use a slab to make the arms and back of a chair or couch another slab should be able to fit in the space that remains.
     

    sayerulz

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    It's certainly a good idea, but easier said than done. Right now, I think that slabs have the same cube hitbox. If that ever changes, (assuming it can change) we can look into sitting animations. Until then, there isn't much point.
     
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    It's certainly a good idea, but easier said than done. Right now, I think that slabs have the same cube hitbox. If that ever changes, (assuming it can change) we can look into sitting animations. Until then, there isn't much point.
    They don't have a full hit-box, you can use rails to slide two slabs past each other.

    It will probably happen eventually or Soon(TM). It's just not a high priority.
     

    jayman38

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    With all the different shapes already in play and with more different shapes to come with the modeling, it may be easier to replace static animations with inverse-kinematic (IK) skeleton animation. (This game might never support IK, but it might add to the immersion if astronaut physics were as intricate and interesting as ship and asteroid physics.)

    Sitting example:
    Set the bottom of the torso a.k.a. butt on the sitting point. If it's a half-slab or less, or if it's a downward-angled surface, put the thigh bones out straight in front of the body with a 15 degree outward angle on each leg, then just swing the feet down to wherever they touch something. Otherwise, angle the thigh bones at a 45 degree angle from the torso, and then swing the feet down until they hit something, ignoring any block that is in the way of the "feet" when they are first calculated.

    Usually, you are not sitting during a major lag moment, so the extra skeleton calculations shouldn't add too much lag.

    Subtle but easy "personality" setting: preferred thigh angle when not sitting in a "chair": Maybe I would prefer and could set a 30 degree shallow thigh angle, while maybe you would prefer a 60 degree thigh angle. Each player could set their sitting style, so everyone could sit differently on the same entity. It would be a subtle effect, but would effectively multiply the number of "sitting animations" available to the game. If the setting is easy enough to get to, you might regularly change your "sitting style" during a game session.

    Another fun feature of IK skeletal animation: If a player gets hit with an explosive, but doesn't get vaporized, they could be thrown like a rag doll. When dropping, whether from being thrown up into the air, thrown into a wall, or just being shot with a non-terminal "bullet" or "laser", the astronaut could be laid out on the floor in an infinite variety of patterns, depending on the angle and location of the hit, their current animation, and anything else that might involve the astronaut skeleton. When skeletal animation was being introduced into popular AAA games, the old static animations were derided as old and broken and immersion-breaking. It's now considered standard-best-practice to use skeletal animation to properly drop a body on the floor. Static animations are laughably old-fashioned now-a-days. (But static animation is still found in some games, because IK skeleton animation is relatively difficult to understand, versus modeling a standard falling animation or three.)
     
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    Jayman, it seems like you could just use that system once, never needing players to see it--you just let it run through that process for every possible block, and send the resulting animations to every client, instead of making servers/computers calculate those every time somebody sits down.

    Although seeing the ragdoll effect would be awesome (And perhaps useful for videos n' stuff) I don't want anything extra that lags unnecessarily, or takes up unnecessarily large amounts of dev time. This would be a long-term suggestion, I'd think.

    I'd like to see slabs function like this---sitting on the slab itself, and allowing multiple slabs to be placed on the same block, with only the highest values kept (So highest-costing material is considered to occupy that slab [if possible] and the more protective slab is the one that gives the space that that block occupies its weight/protective values/etc. This allows decoration that remains as armor, and allows for decoration and neat effects. Then, once we get, say, quarter-height wedges, you can stack a quarter wedge on a full block, then on a full block plus a quarter slab, and you have a 1/4 (Rise/run) slope, rising 1/2 a block over 2 blocks' space, and you only needed two shapes, instead of needing some sort of intermediary wedge that had an integrated slab or some such.
     
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    Lecic

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    Also if I use a slab to make the arms and back of a chair or couch another slab should be able to fit in the space that remains
    They don't have a full hit-box, you can use rails to slide two slabs past each other.

    It will probably happen eventually or Soon(TM). It's just not a high priority.
    Allowing two blocks to be in the same space without them being on different entities is impossible as the game engine currently stands. There's a reason it took Mojang, what, 5 years to put that shit in Minecraft? You'd have to have something like 4 ghost ships on every ship to make it seem like they were on the same ship, or you'd have to increase the blockID limit, with a different ID for every single combination (Mojang did this and they had to rewrite massive swathes of the game and engine to do so), which would, either way, increase the amount of RAM and HDD space the game uses.
     
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    I'm more interested in letting the player sit on wedges without a space infront of them
    \ = wedge
    [] = block
    _=space
    right now, you need at least this:
    \_[]
    It looks really weird, the decorative console blocks(the ones with 3d textures) are way to far forward for it to look good.
    If it were:
    \[]
    Then it would look much nicer. because this is a hitbox issue that shouldn't happen(It should be you can't place above the wedge, but I think it's no block in front and front and up).
    [doublepost=1473011192,1473011149][/doublepost]Mostly because me and my faction buds can't make decent looking bridges with chairs to sit in.
     
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    Allowing two blocks to be in the same space without them being on different entities is impossible as the game engine currently stands. There's a reason it took Mojang, what, 5 years to put that shit in Minecraft? You'd have to have something like 4 ghost ships on every ship to make it seem like they were on the same ship, or you'd have to increase the blockID limit, with a different ID for every single combination (Mojang did this and they had to rewrite massive swathes of the game and engine to do so), which would, either way, increase the amount of RAM and HDD space the game uses.
    I am unaware that Mojang actually did allow for stacked slabs. I haven't followed MC dev for a while but last time I checked they couldn't. As for my statement on Soon(TM) I should have been more specific, I was referencing to the ability to sit on slab faces not the ability to stack slabs.
     
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    You can stack slabs, but I do not believe that you can stack different slabs.