



This wasnt a problem in legacy - there was different hitboxes for every thee stageMagicManICT wrote: *character wandering through growing trees*
*AFK for 30 minutes to fix dinner*
*come back, can't move because trees all grew a level.
yeah, and it was bad - when object was placed near tree - tree stoped growing. Curent state is much better - You know how big hitbox of tree will be. (and can place objects near it with no worry).Fostik wrote:This wasnt a problem in legacy - there was different hitboxes for every thee stageMagicManICT wrote: *character wandering through growing trees*
*AFK for 30 minutes to fix dinner*
*come back, can't move because trees all grew a level.





This is good idea tooDDDsDD999 wrote:Make it so we can walk through them like hearthfires until they get their first growth tick.
+1DDDsDD999 wrote:Make it so we can walk through them like hearthfires until they get their first growth tick.
I recall. We also just bumped into objects and stopped walking, too.Fostik wrote: This wasnt a problem in legacy - there was different hitboxes for every thee stage
Nothing to do with trees. Shifting a lot of goalposts lately.MagicManICT wrote:I recall. We also just bumped into objects and stopped walking, too.Fostik wrote: This wasnt a problem in legacy - there was different hitboxes for every thee stage
Did you not read my first post? The thread stems from an issue of geting stuck in the middle of growing trees. Smaller hitbox is one solution, I suggested that it's actually a bug that in the push-out interaction mechanics and it should be fixed, otherwise you're just going to have small hitboxes and people still get stuck. Shifting goal posts? No. Identifying the real problem? Yes.Dakkan wrote:Nothing to do with trees. Shifting a lot of goalposts lately.MagicManICT wrote:I recall. We also just bumped into objects and stopped walking, too.Fostik wrote: This wasnt a problem in legacy - there was different hitboxes for every thee stage