Comments (48)
Then I can't quite follow your issue. Entities riding on players are not hidden?
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Are you maybe looking for the Spigot plugin? Or can you post an image of the issue?
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Are you maybe looking for the Spigot plugin? Or can you post an image of the issue?
mod*
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Exactly.
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Not only not hidden, but bugged.
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Can you please show a picture/video of that? Normally each entity on the stack should be culled on its own.
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But thinking about it, are you perhaps using the 1.3.1 build instead of 1.3.0?
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EntityCulling-Fabric-1.3.1 1.17
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Ok then I might have an idea to what this is. If you are playing on a server that actively does that, you can for now disable tick culling in the config/use 1.3.0.
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On 1.3.0 I don't see this problem. Do you add entity track limit?
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It skips ticking entities you can't see. The issue is that when they are stacked and the "main" entity moves away while hidden, the others probably hang back in the air. Will have to modify that riding entities never get skipped.
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@tr7zw how to check if it's working? Will increasing sleepDelay help?
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It skips ticking entities you can't see. The issue is that when they are stacked and the "main" entity moves away while hidden, the others probably hang back in the air. Will have to modify that riding entities never get skipped.
Wouldn't it be better to hide riders too?
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@tr7zw how to check if it's working? Will increasing sleepDelay help?
What do you mean? This needs to be fixed in the next release, you can just turn of the feature or use the 1.3.0 that doesn't yet contain that.
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I wanted to see if they actually hide, I changed delay to 1000 and now it's noticable. I was asking will increasing this delay help in performance?
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You can use the debug setting for that, it binds the culling to the player instead of the camera, so you can use F5 to look around corners.
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And you can increase the delay if you don't have many cpu cores. The culling happens async, so as long as the cpu has any other headroom, it will not negatively impact the performance.
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debugMode false still shows on f3 informations
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@tr7zw do you plan to fix this tick culling? I would want to cull entites, but not when they are bugged in place :D
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Had multiple final presentations for University lectures this week, now I'm done with that and can take a look.
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@tr7zw sure, good luck ❤️
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https://github.com/tr7zw/EntityCulling-Fabric/actions/runs/1015796246
Please give this build a try, it fixed at least the #31 issue.
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@tr7zw i'm testing it right now, still bugged.
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So normal entities update their position correctly, living entities via their movement tick except when they are riding another entity... awesome. Guess for now I'll just whitelist riding entities?
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@tr7zw like the best effect would be to hide riding entitie too, right?
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@tr7zw also
https://github.com/tr7zw/EntityCulling-Fabric/blob/686e423ac5d63c42244300de173e46ba220f5e0a/src/main/java/dev/tr7zw/entityculling/CullTask.java#L108
128 shouldn't be replaced with value from config?
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Hide != ticked. For example, I always tick the vehicle of the player, no matter the visibility. Since I still don't know the exact setup that you have there without a screenshot(or how the bug looks like), I can just guess fix it^^. I'll quickly make a commit where riding entities always have a full tick no matter what.
128 shouldn't be replaced with value from config?
Well yes and no. That value is the hard cutoff to quickly skip too far away entities. Technically that value should be the entity view distance form the settings menu.
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https://github.com/tr7zw/EntityCulling-Fabric/actions/runs/1016009138
Basically, that should make stacked entities behave like in 1.3.0.
from entityculling.
Hide != ticked. For example, I always tick the vehicle of the player, no matter the visibility. Since I still don't know the exact setup that you have there without a screenshot(or how the bug looks like), I can just guess fix it^^. I'll quickly make a commit where riding entities always have a full tick no matter what.
128 shouldn't be replaced with value from config?
Well yes and no. That value is the hard cutoff to quickly skip too far away entities. Technically that value should be the entity view distance form the settings menu.
I have 128 on the server.
Shouldn't riding entities also be hidden when their vehicle is hidden?
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Shouldn't riding entities also be hidden when their vehicle is hidden?
No. If you stack 10 entities and only see the top 5, only they should be visible.
I have 128 on the server.
128 is the vanilla default entity view distance, so for 99% of people this wont be an issue anyway that you can't crank it to 200+
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Shouldn't all riders be invisible?
Yes but if distance is 128, doesn't that make small space between hide server and 128?
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Shouldn't all riders be invisible?
why would they?
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To not stay bugged on last position the vehicle was :D
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To not stay bugged on last position the vehicle was :D
Invisible mobs are still 100% there and updated. Just during render they get skipped.
Now the tick culling with the version I linked above is modified so riding entities never get ticked skipped, at maximum render skipped.
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Yes but when tick culling happens riders stay in the last place vehicle was, the best thing would be to hide them and show when vehicle is visible.
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Yes but when tick culling happens riders stay in the last place vehicle was, the best thing would be to hide them and show when vehicle is visible.
Thats why tick culling for riders doesn't happen anymore with that build. So they wont get stuck behind in the air.
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Exactly, but they should be also hidden along with the vehicle
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Exactly, but they should be also hidden along with the vehicle
No, each of them should be checked on their own^^
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How checked?
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I guess you don't want rider to be stuck and bugged in the air where vehicle was last seen
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Just try the latest build, you'll see^^
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All right
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Yes I checked, you don't hide riders
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Why wouldn't they be hidden^^?
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They should be hidden
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Honestly, join the discord and show me there what the heck you mean^^
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give me link bro
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