Incompatibility with Bobby
GiantLuigi4 opened this issue ยท 21 comments
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.
Yes, bobby issue is very sad, I'm not sure what is better to choose for me: starlight or bobby :ั
This incompatibility was fixed in bobby version 3.0.1 for 1.18.1 so this issue can be closed now.
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.
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)
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.
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
Skylight being ignored in chunks being rendered because of bobby
Perhaps of relevance: Johni0702/bobby#18 (comment)
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).
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.
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.