Geyser
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Handle ClientboundTickingStatePacket correctly and fix Throwable Scales
Handles custom tick rates sent from the ClientboundTickingStatePacket correctly. This freezes all tickable entitys and changes the geyser session tick() function update speed correctly.
It would also be nice to implement ClientboundTickingStepPacket if you're able
It would also be nice to implement ClientboundTickingStepPacket if you're able
Fixed in latest commit.
Can review in 12hrs
Some issues I've noticed, handling of block breaking speed when tick rate is less than 20 is not correct and player speed/gravity is not correct
Also animations are way too quick on the bedrock side, for other players I think we could send that they have mining fatigue to the session so that their arm animation speeds are slower
Most stuff like this we probably cant fix, though
Yeah, I don't think we should aim to resolve every single thing, seeing as Bedrock will still be operating under a 20 ticks per second cycle. I assume most people will be using this as a debugging tool, or is that assessment incorrect?
Yeah, I don't think we should aim to resolve every single thing, seeing as Bedrock will still be operating under a 20 ticks per second cycle. I assume most people will be using this as a debugging tool, or is that assessment incorrect?
Its mostly used for testing redstone, in my case I use it for testing plugins. Also, I think that drawTick should be handled at 20 TPS because Bedrock still updates at 20 TPS, and the rendering system in Java updates every frame afaik. Using 20 tps would ensure that it doesnt update too much on fast tickrates while also similarly matching Java
Yeah, I don't think we should aim to resolve every single thing, seeing as Bedrock will still be operating under a 20 ticks per second cycle. I assume most people will be using this as a debugging tool, or is that assessment incorrect?
Its mostly used for testing redstone, in my case I use it for testing plugins.
Also, I think that drawTick should be handled at 20 TPS because Bedrock still updates at 20 TPS, and the rendering system in Java updates every frame afaik. Using 20 tps would ensure that it doesnt update too much on fast tickrates while also similarly matching Java
nvm i dont think it updates the tick count every frame, should keep draw tick updating at the same speed as the game
I'm going to try complete this today, if i can't finish it today I will try tomorrow.
Okay, I've fixed title animations, attack indicator and some item cooldowns to be updated with tick rate. I'm not sure what other things require changes but it should be ready for testing if anyone can
Should be functional again as I have merged this with master
will fix build error soon
Everything should be completed now