This reverts commit 411eaa4ca8.
The given solution does not work in old versions because those did not use
`getYaw` for hand rendering. Even worse, their headYaw does wrap around and it
does it in a different way than their yaw value, giving a worse result than
without this commit.
MC uses the client-side position of an entity to determine whether it is inside
the simulation range and therefore whether it will get ticked. For some (most)
entities it interpolates the client-side position to match the server-side one
inside of the tick method... no prices for guessing where this goes wrong.
Somewhat similar to the issue we have with chunk unloads which we work around in
FullReplaySender but worse cause they'll get stuck if they ever leave the sim
range even for a single tick, rather then just when their chunk is unloaded.
Previously we injected it as a regular builtin resource pack (like the
Programmer Art pack) and hid it on the resource pack screen but this is bad for
several reasons. The most significant one being that it can be re-ordered and
makes the resource pack list ordering weird if you don't know that there is an
invisible pack there.
It also unnecessarily messes with other mods which make certain assumptions
about configurable resource packs (e.g. EBE, though in that case, it merely
triggers an existing bug in EBE).
We now instead inject it into the final resource pack list which gets
constructed from the configured packs, but never as a configurable pack itself.
The `yaw` value of non-client-players is constraint to [0; 360), so when that
boundary is crossed, the `renderYaw` starts interpolating to its goal the
incorrect way round (instead of crossing the 360 boundary as well).
Instead we now use the `headYaw` value, which does not wrap around and as such
does not have this issue.
By simply replacing the private field with a concrete type, so we do not need to
manually register one when constructing the gson instance (which is evidently
too easy to forget about).
No clue why this extra hud hiding was even there in the first place, the
renderer already takes care of properly hiding the hud (without hiding the
nametags) as it does for videos as well.
Either when it is cleared or when it is loaded from the keyframe repository, if
you exit the replay without any further changes, this used to not be saved.
That was never actually finished and we do not need to keep it around anymore.
Whether we add its successor once that is ready for production use remains to be
seen.
Similar to High Quality, it is too unpredictable, sometimes giving bad quality
and sometimes being unbearably slow. We should just encourage everyone to set
their bitrate manually.
Half the reason we swapped the render queue / settings parent relationship was
so we don't need to go through the settings screen to access the queue. But for
some reason I stopped half way through and didn't also move the "You need at
last two keyframes." popup. This commit rectifies that.