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Start work on the new custom world border #3

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fooeyround
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@fooeyround fooeyround commented Feb 18, 2024

This uses polymer entity attachments with block display entities.

Issues include

  • Every player except the player that should see the elements see them.
  • The Texture / BlockState is currently bedrock, this should become different states of a translucent block (probably stained glass with a custom texture)
  • The custom world border's logic / main class is not yet finished, only the renderer has been worked on.
  • The border's transformations are not interpolated.
  • The border's transformations should be done from source -> target, allowing for the interpolation to take effect on the client.

(There are other issues not yet mentioned)

@fooeyround fooeyround marked this pull request as draft February 18, 2024 01:09
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interpolation is working now... the transformations now just have to be set only when the border state updates. This does also mean that the check for if you are inside or outside of the border need to keep track of this and do a simple lerp.

fooeyround and others added 4 commits February 17, 2024 18:55
…. The translation needs to be kept in 2 layers...
- Fix some events to block WB packets
- Make the custom WB use vanilla WB as the back-end (allows for /worldborder)
- Added some more notes
…lation. FIx issue with world border location.
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For the interpolation I am pretty sure we just need to re send a new position, without interpolated movement / reset the position to the "active position" then just send a new movement with the remaining ticks.

The issue I am currently having is being able to correctly reset the lerp and then start it again, without the translation freezing, the scaling can always be lerped / updated only when Broken by the translation reset or the border starting to move. Another problem might be that the to and from in border extent might be needed.

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2 participants