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TileEntityBannerRenderer no smooth flag waving animation when worldTime is large #419
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Issue could not be reproduced after setting the in-game time to 2 billion ticks, even after relogging. I also got a similar report for beacons, and once again was completely unable to reproduce the issue. Please provide a world where the issue occurs. It can be with mods but if you can, I prefer a world that's just EFR. |
Day time ( Apparently above |
Hm... I suspect mod 1000 would cause abrupt jumps in the animation, I feel as if we need to find a more specific value to wrap around the time by. |
What if we used Math.cos? What exactly is the difference anyways? |
I should also note that the issue also happens in a freshly created world if you go farther than X=467000, since the banner's coordinates are piped into the equation. |
We should just avoid using large float values entirely, with Math.cos the corruption just becomes different. (The banner animation becomes choppy rather than stopping entirely.) |
Hm, I think for the coords I could probably mod it to not go past thst value, just loop back around. What should I mod the world time by? Maybe 3280000 or something so the skip in animation is rare? |
Does this not skip the animations at all? I would think modding the animation by a unspecific value would cause skipping? |
Nope, it's smooth. The idea is that And adding in the extra modulos in Actually Wikipedia has my back: https://en.wikipedia.org/wiki/Modular_arithmetic#Basic_properties In particular:
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Initial Questions
Mod Version
2.6.0
Describe the Issue
It usually appears in the server and the value of worldtime is too large.
I tried a repair and it worked.
At methd renderTileEntityAt()
long worldTime = (banner.getWorldObj() != null ? banner.getWorldObj().getTotalWorldTime() : 0) % 1000;
Conflicting Mods
No response
Crash Report
No response
Other Details
No response
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