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[BUG] Instant rotations aren't instant #3944
Comments
issue with raytracing, set shrinkbox to 0.2 and try to use 1.8 protocol |
1.8 protocol is not possible with most servers that I play. |
skid it from nightx |
The issue becomes visible when using POV on Rotations. It seems it applies a wrong velocity causing the rotation to aim wrong. 2024-09-30.22-24-53.mp4 |
2024-09-30.23-10-58.mp4So it is now able to keep up with high motion without issues, but it now has issues when standing still. 😐 |
2024-09-30.23-57-26.mp4Added a few new box point mode :) |
2024-10-01.00-08-13.mp4fixed intersects when other entity is not at the same height |
- fixes issues with high velocity - removal of client-side tick prediction - use client rotation instead of server rotation - rotate to preferred point instead of closest rotation - box point assist - box point random - box point random center - dynamic speed box shrinking - fix intersects not un-hooking - increase shrink box maximum - fix simulated player not triggering PlayerMoveEvent - code refactor documentation and fixes: #3944
LiquidBounce Branch
Nextgen
LiquidBounce Build/Version
All
Operating System
Linux, Windows 10
Minecraft Version
All
Describe the bug
I simply cannot get rotations to always hit the player (they are in range). This is evident when using TargetStrafe
Steps to reproduce
Killaura someone with 180-180 rots and 20-20 cps (all cps hits land)
Now targetstrafe around them (the cps falls to around 4 as the killaura can't hit)
Client Log
Screenshots
No noticeable gaps in the killaura
2024-09-17.20-50-22.mp4
When moving around the player
2024-09-17.20-50-09.mp4
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