Ensure we always run at least a second worth of game after jumping
Johni0702 opened this issue ยท 4 comments
I.e. jump to a second before the actual target and run 20 ticks, so everything is fully interpolated. Most stuff should already be fine with 1 tick but some things (e.g. players) need seemingly arbitrary amounts more to be properly positioned.
Is this related to #302?
This is similar to #302 in that a fix to this issue would likely fix some of the symptoms in #302 but it's not the same. E.g.
- blocks should not be affected by this issue at all
- it should not be influenced by how heavy the replay is nor by how many keyframes there are
- this applies to any jumping, not just backwards
- this should not apply to rendering because we have already implemented the above fix for that (though I'm not sure if that's still working)
- it should be more or less perfectly reproducible (i.e. deterministic)
this should not apply to rendering because we have already implemented the above fix for that (though I'm not sure if that's still working)
About a week ago, I rendered a replay, in which, the mobs delayed to position themselves, in the early few seconds.
I'm not sure if this was on 2.4.1 or 2.4.2. Was the fix first present in 2.4.2?