ITR
ITR
> I think a better solution would be to only use relative coordinates, or maybe store some fixed point format. Using relative coordinates would also fix a similar issue in...
Here's a tracelog of it happening in single player: ``` D:\source\Cubyz\src\gui\windows\chat.zig:120:27: 0x3de107 in update (Cubyzig.exe.obj) for(expirationTime.items[historyStart..fadeOutEnd], history.items[historyStart..fadeOutEnd]) |time, label| { ^ D:\source\Cubyz\src\gui\GuiWindow.zig:321:15: 0x408c49 in update (Cubyzig.exe.obj) self.updateFn(); ^ D:\source\Cubyz\src\gui\gui.zig:541:16: 0x3cd46f...
Normally there's a trick with vertex shaders that can be done to "bend" the world, but that usually requires higher vertex counts to look good, so not sure how'd that...
Can confirm that this fixes an bug similar to #135 in another game/mod. The bug occurred for me on MelonLoader 0.7.1, which uses Il2CppInterop 1.5.0-ci.625.
> The teleport is caused by walking backwards. Doesn't happen for me after 2ced078, so I think this is fixed. https://github.com/user-attachments/assets/8a83f2d8-bcdb-4d05-87f3-fb2bac8116d4 If the FPS is set to unlimited and vsync...
> Also, the sinking isn't caused by my changes. It also happens on commit before any of my changes. It also seems to only happen if you're looking below the...
> The bobbing effect seems very different now. It's as if you're walking with a limp now instead of step by step, which doesn't feel very satisfying. The bug fixes...
Easiest way to understand the issue is the test StringTests.EscapedQuotesInAKeyAreValid: The key string used there is `"\"a.b\""`, which when passed into StringTests.EscapedQuotesInAKeyAreValid would correctly only create a single key The...
> Another disadvantage is that it would increase input lag for players without vsync, because the physics will always be up to one physics tick behind the player input. This...