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fix: avatar attach collider and send raycast_hit in global pointer events #199

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merged 2 commits into from
Jan 26, 2024

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leanmendoza
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Fix #55
Fix #192

@leanmendoza leanmendoza requested a review from kuruk-mm January 26, 2024 20:01
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Codecov Report

Attention: 5 lines in your changes are missing coverage. Please review.

Comparison is base (13ee7c9) 48.27% compared to head (e0430a5) 48.27%.

Files Patch % Lines
...-godot-lib/src/godot_classes/dcl_node_entity_3d.rs 66.66% 4 Missing ⚠️
...-lib/src/scene_runner/components/pointer_events.rs 0.00% 1 Missing ⚠️
Additional details and impacted files
@@           Coverage Diff           @@
##             main     #199   +/-   ##
=======================================
  Coverage   48.27%   48.27%           
=======================================
  Files         141      142    +1     
  Lines       17194    17215   +21     
=======================================
+ Hits         8300     8311   +11     
- Misses       8894     8904   +10     

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@kuruk-mm kuruk-mm left a comment

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Looks great!

Comment on lines +67 to +69
func is_parented_with_avatar_attach(_collider: Node) -> bool:
# TODO
return false
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Suggested change
func is_parented_with_avatar_attach(_collider: Node) -> bool:
# TODO
return false
func is_parented_with_avatar_attach(_collider: Node) -> bool:
# TODO
return false

what is the purpose of this func?

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it should return true when the collider is an nth-level child of some avatar attach.
the purpose of the usage above is to avoid removing collider (see comment)

@leanmendoza leanmendoza merged commit 2db9d2f into main Jan 26, 2024
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@leanmendoza leanmendoza deleted the fix/avatar-attach-and-pointer-hit branch January 26, 2024 21:34
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Successfully merging this pull request may close these issues.

Beer scene not working well Collision inside AvatarAttach and reparenting
3 participants