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[1.18.2, 1.19, Fabric] Compatibility with Immersive Portals #457
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This specifically will not happen anytime soon. The other options I will look into and gauge feasibility as long as it does not break vanilla mechanics. |
I am working on this and have most of the issues addressed. But it seems there is a lighting issue with chunks, the lighting randomly changes it seems. Sections of chunks the lighting is randomly shifting, it's odd. In the images below, you see some chunks are fully or half darkened. |
So the issues is with block lighting it seems.
What do you suggest @qouteall ? |
The player is not moved when ticking and processing remote packets. However, when rendering the portal, the player moves to the dimension that gets rendered. I am planning to change this in the future. |
So currently you don't need to do more things for that. |
Ok so, I put in a bunch of checks, I am going to mark this as complete for now. We will address anymore issues when you get your updates out with the player's level being correctly set. I will close when I publish the release for 1.18.2 1.19.2 and 1.19.3 |
I made the change in immptl 2.4.2. (In 2.4.2 it doesn't change player world when rendering portal) When the player is doing cross-portal block breaking/placing, it will still swtich the player world. (This is harder to change because the player level is passed into many places and requires mixin-ing many places) It also switches player world when handling cross-portal collision. |
Currently, when used with Immersive Portals, the map will mix content of different dimensions.
Immersive Portals will switch the world when handling packets, rendering or ticking remote client dimensions. (The current version of ImmPtl switches both
Minecraft#level
and the client player'slevel
field. But in the next version ImmPtl will not switch the client player'slevel
field during ticking and packet handling)JourneyMap can do:
Minecraft.getInstance().player.level != Minecraft.getInstance().level
, ignore the packet.level
changes, JourneyMap should switch the map according to the player's dimension.The ideal way would be that JourneyMap load different dimensions' maps at once and discriminate them. But it may require JoruneyMap to do some refactoring.
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