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01:47 |
repetitivestrain |
i must say that i am very dissatisfied with the manner in which https://github.com/luanti-org/luanti/issues/15692 has been treated, as it affects not only our piglin model but also the player model itself |
01:59 |
MTDiscord |
<luatic> i am sorry about it, but sometimes you have to rip the bandaid off. the breakage lies in a clear bugfix, and there are proper ways (and some hacks) for mods to stop relying on this bug. |
01:59 |
MTDiscord |
<luatic> it is possible in reasonable time to update your mods without dropping support for older clients. i've made sure to explain the problem and outline some options for workarounds in that issue. |
02:00 |
MTDiscord |
<luatic> the solution can't always be that the engine swallows the responsibility and becomes an unmaintainable mess. the implementation of skeletal animation specifically is bad enough as it is. |
02:03 |
MTDiscord |
<luatic> i've spent a decent amount of time on that not-a-bug regression and at some point enough is enough. |
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03:35 |
MTDiscord |
<mark.wiemer> Stumbled across https://appgurueu.github.io/2023/02/21/minetest-rant.html, is it still relevant today? I know SSCSM hasn't been implemented yet, so my guess is "yes", but I haven't ever built a mod so it's hard to test |
03:38 |
repetitivestrain |
probably, but mineclonia has supported a CSM that requires a modified client for some weeks and which has eliminated vehicle and bow lag by moving it to the client |
03:38 |
repetitivestrain |
and it has received a number of satisfied users |
03:39 |
repetitivestrain |
also, the mcls use a server step rate of 20 ticks per second, as in minecraft, and the singleplayer tick rate is much more rapid |
03:40 |
MTDiscord |
<mark.wiemer> Good to know, thanks 🙂 |
03:41 |
repetitivestrain |
https://codeberg.org/halon/mcl_localplayer/src/branch/master/player.lua |
03:41 |
repetitivestrain |
the repo is https://codeberg.org/halon/mcl_localplayer, sorry |