Commit Graph

2201 Commits

Author SHA1 Message Date
Jonas Herzig
d178c0980e Log when replays are opened (closes #565) 2022-03-06 13:39:49 +01:00
Jonas Herzig
b8cf7e6df4 Fix scrolling while replay paused on 1.12.2 and below (fixes #590) 2022-03-06 13:39:49 +01:00
Jonas Herzig
2e34a2abd9 Fix render timer breaking when system time changes (fixes #633)
Unlike `currentTimeMillis`, `nanoTime` is guaranteed to be relative to a
fixed point in time, regardless of system or wall-clock time.
2022-03-06 13:39:49 +01:00
Jonas Herzig
e26480f041 Fix "Please wait" when jumping not being centered (fixes #646) 2022-03-06 13:39:49 +01:00
Jonas Herzig
a8d05a2bca Skip mod compat warning screen when in render queue (fixes #653) 2022-03-06 13:39:49 +01:00
Jonas Herzig
7615499cef Add option to preserve alpha channel in export (closes #661)
Default off cause it being on by default had confused quite a few people.
2022-03-06 13:39:49 +01:00
Jochem
d9da2e135c Sync world border animation & movement to Replay speed
Fixes an issue where the world border would move at normal speed when speeding up or slowing down the replay, and also at an incorrect speed when rendering the replay, causing it to get out of sync with the rest of the world.

Co-authored-by: Jonas Herzig <me@johni0702.de>
2022-03-06 13:39:49 +01:00
Jonas Herzig
fe67d7fa14 Link to our docs in the "Missing ffmpeg" screen (closes #663) 2022-03-06 13:39:49 +01:00
Jonas Herzig
fb7900d805 Fix missing hand with Iris 1.1.3 and above (fixes #638) 2022-03-06 13:39:49 +01:00
Jonas Herzig
4a5df2ad6d Use GameRenderer.renderHand boolean field instead of mixin
Should be more compatible with mods which replace the entire renderHand
method (thereby making our mixin non-applicable), at least as long as these mods
check `renderHand` as well (Iris explicitly does).

This will become important once #638 is fixed.
2022-03-06 13:39:10 +01:00
Jonas Herzig
6cc370a117 Workaround Java breaking with symlinks (fixes #660) 2022-03-05 17:21:38 +01:00
Jonas Herzig
abfb3d46f3 Use per-version folder for pack.mcmeta
Comments are not supported here, and depending on the exact environment, that
may break stuff (seems to only happen on fabric in dev).
2022-03-05 17:21:38 +01:00
Jonas Herzig
0b8a2a107c Use separate thread to send packets, even in sync mode (fixes #674) 2022-03-05 17:21:38 +01:00
Andrew S
7e9a1e7c13 Fix Render GUI on Retina Screens (fixes #338)
window.getFramebufferWidth/Height() should be used instead of window.getWidth/Height()

Co-authored-by: Jonas Herzig <me@johni0702.de>
2022-02-27 11:14:57 +01:00
Jonas Herzig
e378ae8f93 Fix entities disappearing on 1.16.1 and 1.15.2 client (fixes #657) 2022-02-27 10:57:49 +01:00
Jonas Herzig
9528a5761c Update old ModMenu versions
To use the new maven group and for compatibility with newer fabric-loader.
2022-02-27 10:54:19 +01:00
Jonas Herzig
39ccea931d Release 2.6.3 2021-12-11 11:19:41 +01:00
Jonas Herzig
841c99148e Fix initial entity rotation getting lost (fixes #619)
This fixes the rotation of already existing entities that just got sent to the
client. Those get spawned with their rotation, which we didn't capture. This
commit fixes that by initializing our tracked rotation to NaN and returning the
original rotation until the tracked one is initialized (we do it this way rather
than initializing during the spawn packet handling because there are many spawn
packets, especially with modded, and we cannot possibly inject into all of
them).
This does not fix the rotation of newly placed entities (cause they seem to get
spawned with 0/0 and then get teleported to their correct rotation). The
previous commit fixed that case by capturing the rotation from the teleport
packet.
2021-12-11 11:00:57 +01:00
Jonas Herzig
e472713d1c Fix rotation from entity teleport getting lost (related to #619)
This fixes the rotation of newly placed entities (cause they seem to get spawned
with 0/0 and then get teleported to their correct rotation, which we didn't
capture).
This does not fix the rotation of already existing entities that just got sent
to the client, those already get spawned with their rotation, which we don't yet
capture. The following commit fixes that.
2021-12-11 10:52:30 +01:00
Jonas Herzig
1d76427a4d Release 2.6.2 2021-12-10 11:52:58 +01:00
Jonas Herzig
f943d11661 Bump to MC 1.18.1 2021-12-10 11:51:25 +01:00
Jonas Herzig
2df9049e6b Fix error when loading old replay on Java 9+ (fixes #578)
By updating the shadow plugin used in ReplayStudio.

java.lang.IncompatibleClassChangeError: Inconsistent constant pool data in classfile for class com/replaymod/replaystudio/lib/viaversion/libs/kyori/adventure/text/Component. Method 'boolean lambda$static$0(com.replaymod.replaystudio.lib.viaversion.libs.kyori.adventure.text.Component, com.replaymod.replaystudio.lib.viaversion.libs.kyori.adventure.text.Component)' at index 1064 is CONSTANT_MethodRef and should be CONSTANT_InterfaceMethodRef
2021-12-08 17:30:36 +01:00
Jonas Herzig
ad62e51ab3 Fix lighting when block is placed in same frame as chunk load 2021-12-08 16:22:06 +01:00
Jonas Herzig
59ac665c81 Disable auto-sync if there is no stable position (closes #488)
Cause not doing anything is better than flickering between different parts of
the timeline every frame.
2021-12-08 16:04:47 +01:00
Jonas Herzig
f4196748f5 Fix recording controls on menu-less pause screen (fixes #575) 2021-12-08 16:04:47 +01:00
Jonas Herzig
3d9d40656e Fix recording of riptide animation (fixes #581)
This code supposedly meant for recording when a player was eating/blocking was
never needed to begin with cause the server echos all data in DataTracker
anyway, and now it broke the riptide animation because that's part of the
living flags as well but wasn't considered here, i.e. unconditionally
overwritten.
2021-12-08 16:04:47 +01:00
Jonas Herzig
bd68a80152 Fix chroma key rendering for 1.12.2 and below (fixes #589)
Forge naming strikes again, there's two different `updateCameraAndRender` in
1.14.4 forge, which lead us to use `updateCameraAndRender` for the older version
as well even though our desired method had a different name back then.
2021-12-08 16:04:47 +01:00
Jonas Herzig
96f7b78a38 Fix spectator hand jittering in 1.12.2 and below 2021-12-08 16:04:47 +01:00
Jonas Herzig
1b18b5c952 Fix spectator hand jumping when rotating across 0 yaw boundary, take 2
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).

To fix that, we now add the difference between the current `renderYaw` and the
desired one, modulo 360 (but with range (-180; 180]), to the current
`renderYaw`. That way we always take the short way round.
Additionally, because for rendering MC looks at the difference without modulo,
afterwards (and when a new `yaw` is set) we wrap the result around such that the
actual difference is always less than 180 and therefore rendered as intended.
2021-12-08 16:04:47 +01:00
Jonas Herzig
51aa07e01e Revert "Fix spectator hand jumping when rotating across 0 yaw boundary" (fixes #601)
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.
2021-12-08 16:04:47 +01:00
Jonas Herzig
29ef38213f Fix vanilla entity update packet handling (fixes #607) 2021-12-08 16:04:47 +01:00
Jonas Herzig
b10b4fd25a Fix crash when render queue is not saved properly (fixes #617) 2021-12-07 13:35:36 +01:00
Jonas Herzig
9fa5adf395 Bump to MC 1.18 2021-12-07 13:35:36 +01:00
Jonas Herzig
d6cd917d9d Fix passengers getting stuck in unloaded chunks (fixes #606)
We need to update the vehicle before its passengers.
2021-12-07 13:35:36 +01:00
Jonas Herzig
88a23222b6 Fix vanilla 1.18 bug causing entities to get stuck outside sim range
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.
2021-12-07 13:35:36 +01:00
Jonas Herzig
ff5c0f594e Fix chunks missing on first frame when rendering without Sodium 2021-12-07 13:35:36 +01:00
Jonas Herzig
58ba590c84 Fix replay being restarted when resuming path playback 2021-12-07 13:35:36 +01:00
Jonas Herzig
549996b270 Fix underwater visibility (fixes #572)
Used to always be super short because that method returns 0 when `isSubmergedIn`
returns false.
2021-12-07 13:35:31 +01:00
Jonas Herzig
bd0dd10942 Ensure we cannot accidentally open a replay file twice
E.g. from the Replay Viewer while it is still being recovered.
Because that would potentially corrupt it.
2021-11-29 17:42:44 +01:00
Jonas Herzig
31817bcf11 Split replay folder and file management into their own classes 2021-11-29 17:42:44 +01:00
Jonas Herzig
ce5886a427 Port to MC 1.18-rc4 2021-11-29 17:42:44 +01:00
Jonas Herzig
b6f623efb8 Update Gradle to 7.3 2021-11-29 16:22:37 +01:00
Jonas Herzig
2ee8fe49c5 Update FG 2.1 to download MCP from Forge maven
Cause the MCP site is now offline.
2021-11-29 16:22:37 +01:00
Jonas Herzig
090778ca63 Fix build for 1.15.x and below 2021-11-29 16:22:37 +01:00
Jonas Herzig
dd055e5c5b Fix build for 1.8 2021-11-29 16:22:37 +01:00
Jonas Herzig
6e1febdab8 Port to MC 1.18-pre1 2021-11-14 17:27:35 +01:00
Jonas Herzig
d2f27e3918 Update Loom to 0.10 2021-11-14 16:09:37 +01:00
Jonas Herzig
55f3a15db6 Release 2.6.1 2021-08-21 15:32:42 +02:00
Jonas Herzig
33328adc9f Fix recording of 4-8 block teleports on 1.8.9 and below (fixes #525) 2021-08-21 15:11:55 +02:00
Jonas Herzig
5f9297b78e Improve lang resource pack injection point (closes #532)
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.
2021-08-21 15:11:55 +02:00