Starlight (Fabric)

Starlight (Fabric)

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Incompatibility with Bobby

GiantLuigi4 opened this issue ยท 21 comments

commented

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This is only really noticeable if bobby is installed, however it does happen
Nothing major, just minorly annoying

commented

Now I can't help but also think of the LoD mod, FarPlane2. I wonder if Starlight and/or Bobby will also have problems with that.

commented

Any progress on this front?

commented

Bump bc I would like this feature to be fixed

commented

Starlight is an open-source project.

commented

Any progress with this issue?

commented

Update: Issue persists with latest 1.18 versions of both mods

commented

Yes, bobby issue is very sad, I'm not sure what is better to choose for me: starlight or bobby :ั

commented

Starlight obviously?

commented

Farsight is a bobby replacement and works just fine with Starlight

commented

This incompatibility was fixed in bobby version 3.0.1 for 1.18.1 so this issue can be closed now.

commented

Thank you!

commented

So is there any chance that both mods will be compatible ever?
The fps boost that I get from Starlight is really impressive and highly needed with high render distances with Bobby.

commented

So is there any chance that both mods will be compatible ever?
The fps boost that I get from Starlight is really impressive and highly needed with high render distances with Bobby.

I agree, bobby is a must have if you are playing on servers that have a low render distance (which is a lot of servers)

commented

So is there any chance that both mods will be compatible ever?

Yes, but it's not particularly high priority for me (especially not while starlight is still in beta) because

The fps boost that I get from Starlight is really impressive and highly needed with high render distances with Bobby.

No, it's not needed for Bobby at all.
And the reason it's not is directly connected to this issue: The vanilla lighting engine (don't actually know about starlight's performance in that area) is somehow really slow when it comes to loading/unloading lots of chunks on the client (up to multiple seconds of freezing after teleports), and light in fake chunks never changes anyway, so, Bobby as of version 1.1.0 (which is why starlight was compatible with earlier versions) completely bypasses the lighting engine for all fake chunks. So whether you use vanilla or starlight will make absolutely no difference for the fake chunks (assuming this bug was fixed).

Now, starlight will still ofc have an effect on the real chunks sent by the server (and on the server-side for singleplayer), so compatibility is still desirable but, as mentioned in the comment linked above, I tried and couldn't get it to work within reasonable time, so it is what it is until starlight leaves beta and I try again.

commented

I've moved the save logic to its own class that should be runnable from the clientside:
https://github.com/Tuinity/Starlight/blob/fabric/src/main/java/ca/spottedleaf/starlight/common/util/SaveUtil.java

commented

what exactly am I looking at

commented

Skylight being ignored in chunks being rendered because of bobby

commented

Perhaps of relevance: Johni0702/bobby#18 (comment)

commented

This looks to me like the lighting data isn't being loaded correctly. Not really surprising to me given I don't respect the vanilla light hook, and of course the mod has written its own implementation for parsing chunks from NBT (although vanilla is doing things in its standard load method that make using it not viable on the client, or even the server in some cases).

commented

Next version will try to remedy the technical differences. I'll probably have to move lighting data to be stored in the light engine just like how vanilla does it, rather on the individual chunks themselves.

commented

Next version will try to remedy the technical differences. I'll probably have to move lighting data to be stored in the light engine just like how vanilla does it, rather on the individual chunks themselves.

Nah wont happen, I just remembered there were good reasons I moved light data to chunks, mostly around defending against race conditions in chunk loading/unloading.