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@ScribbleTAS ScribbleTAS commented Apr 20, 2025

  • Fix client savestates being stored in the wrong directory
  • Fix low/high gravity when savestating while strafing left/right
  • Fix client not added to chunk after loadstate
  • Fix error in chat when loadstating twice in a row
  • Fix desync after savestate, when motion get's reset
  • Fix desync after savestate, when inputs don't get preloaded
  • [VirtualInput] Fix camera being reset to 0 -180 when entering a world

@ScribbleTAS ScribbleTAS added the Savestates Issue is related to savestates label Apr 20, 2025
@ScribbleTAS ScribbleTAS added this to the Beta1 milestone Apr 20, 2025
@ScribbleTAS ScribbleTAS self-assigned this Apr 20, 2025
@github-project-automation github-project-automation bot moved this to Todo in TASmod Apr 20, 2025
- Switch client savestates from Files to Paths (Now that I understand them better)
@ScribbleTAS ScribbleTAS marked this pull request as ready for review April 29, 2025 20:34
@ScribbleTAS ScribbleTAS moved this from Todo to In Progress in TASmod Apr 29, 2025
@ScribbleTAS ScribbleTAS requested a review from PancakeTAS April 29, 2025 20:34
@ScribbleTAS ScribbleTAS changed the title [Savestate] Fix input preloading when loadstating during a recording [Savestates] Fix input preloading when loadstating during a recording Apr 29, 2025
@ScribbleTAS ScribbleTAS merged commit 39f58a4 into MinecraftTAS:develop May 1, 2025
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@github-project-automation github-project-automation bot moved this from In Progress to Done in TASmod May 1, 2025
@ScribbleTAS ScribbleTAS deleted the fix/preload branch May 1, 2025 10:36
ScribbleTAS added a commit that referenced this pull request May 28, 2025
…248)

In #240 I added a "[VirtualInput] Fix camera being reset to 0 -180 when
entering a world", which introduced this crash.

Reason is that the "onDoneLoadingPlayer" event, that I introduced in
that PR, is also fired when switching dimensions.
And switching dimensions in this case sets the virtual camera to null,
which crashes the playback with a NullPointerException.

And being once again confronted with this "clearing the virtual camera
angle at the right moment" problem I realized that this system is pretty
idiotic...

To fix this, the virtual camera is now set to null when leaving the game
and then initialised when the player is done loading.
This way, the player should retain it's camera angle on world load and
the camera angle shouldn't become null unexpectedly.

Changes
- Rewrote camera resetting and moved it to LoadingScreenHandler
- Seperated clearing the next camera angle from clear() and renamed the
method to clearKeys()
- Added clearNext() to keyboard, mouse and camera
- Updated documentation
- Changed method names in MixinEntityRenderer to start with `playback`
for better consistency
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