Madeline Miller
- me4502
- me4502
- Australia/Brisbane
- Yes
- No
4 issues
Key
Summary
Status
Reporter
Assignee
Created
Changed Summary:
Whensittingon armour stands, players heads rotate at twice the rate of their bodyWhen riding an armour stands, players heads rotate at twice the rate of their body
The bug
It affects all gamemodes, when you are riding a mob (no minecart or boat) and you look around in this person view, it twists your head backwards if you look in the opposite direction of the mob.
Here is a video demonstrating it:
http://www.youtube.com/watch?v=5zV4kRict30
Code analysis
See Madeline Miller 's comment.
@Madeline Miller to be honest I think the bug is that you can rotate that far at all. Instead the rotation should be restricted like it is currently the case with boats.
This has been tested with both vanilla and bukkit. I consider this a bug as it used to work, but has suddenly, stopped working. Also the block is hollow, yet items can't be dropped inside it. And for a bukkit plugin to code this, it'd have to modify the AxisAlignedBB of the block, which is just messy. Plus the client wouldn't predict it correctly etc.
When I previously used the search bar, I got a read timed out page, so I was unable to find it.
If this is incomplete, am I able to have my complete duplicated one re-opened?
I've voted on the issue, hopefully it gets resolved.
Any updates on this issue? It greatly effects my plugin CraftBook.
Any updates on this? I am hoping they fix this before 1.6.. I sent a tweet to Dinnerbone and Grum_ this morning but I don't think they saw it.
Confirmed for 1.6.2
So I've been looking into this issue, and it appears to be caused by the rotation offset applied in doRender, in RenderLivingBase. If an entity is riding an entity that extends EntityLivingBase, the 'f' value is modified, which is the rotation point for the body.
This is applied as a global rotation, which breaks head rotations. f2 could be modified, however that's linked to body rotation eventually as well. It appears it'll need to pass extra info through to solve this.
(Everything using MCP names for 1.11.2)
After extensive testing, I can say that the highlighted line in the following image fixes the problem without any loss of functionality: http://i.imgur.com/H06P4AI.png
This is using MCP names, but should be super easy to transfer to MC names.
I can confirm this was fixed in 1.12 using the above code. I had a quick chat to Grum and he confirmed that it was merged in for 1.12, and I've re-ran the tests I ran when I made the patch with vanilla 1.12 and it is working as it should.