Pass view-relative teleport flags through in 1.9->1.8 - #719
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1.8 handles the rotation-relative position flags (0x08/0x10) natively, and resolving them against the tracked rotation snaps the camera to a stale look on every teleport. Keep the rotation bits and their deltas on the wire and only resolve the position bits. Since the client applies kept deltas to its own live look, its teleport confirm echoes a rotation the tracker cannot predict - match those confirms on position only and adopt the echoed rotation.
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does this help with teleporting people without affecting where they're looking (e.g. when pearling)? |
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Any exact issue this solves that can be found in either ingame or via packet logs? Feel free to provide screenshots or video clips if possible. |
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Makes sense to not use tracked pitch/yaw since 1.8 does indeed support native relative flags. Wouldn't it also be good to do the same for position coordinates (x/y/z)? |
Yes if the pearl teleport packet makes the yaw/pitch relative 0 then this will make it so your yaw pitch doesn't get overriden by the server. |
yes it would i'll add that |
It's more of an improvement, I can't really think of a simple "issue" it solves, I can make a clip of before and after for like using teleports to prevent a player from moving but not affecting their view. |
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Sure that would be nice, going to merge if there are no other calls here. |
1.8 handles the rotation-relative position flags (0x08/0x10) natively, and resolving them against the tracked rotation snaps the camera to a stale look on every teleport. Keep the rotation bits and their deltas on the wire and only resolve the position bits.
Since the client applies kept deltas to its own live look, its teleport confirm echoes a rotation the tracker cannot predict - match those confirms on position only and adopt the echoed rotation.