Animations loop on the last keyframe/effect/timeline entry, ignoring animation_length
Partner Rank:
2
Partner Team Reporting:
Everbloom Studios
Verification builds:
1.16.0.63
Summary:
Animations loop on the last keyframe/effect/timeline entry, ignoring animation_length
Impact:
This means we can't have an animation that lasts longer than the final effect/event played.
For example, if we have a 5 second animation that runs a command or plays a sound 1 second in, it will play every second instead of every 5 seconds.
In particular, affects Be a Dragon (if you manage to become a dragon despite MCM-1053), where roaring plays a trillion sounds at once making the player go deaf.
Repro Steps:
- Open the provided world (loud sound warning if in 1.16.0.63+)
Observed Results:
Every 0.1s, "ping" will be printed in chat and a bell sound will be played
Expected Results:
Every 5s, "ping" will be printed in chat and a bell sound will be played
Screenshots/Videos attached: Yes/No
Yes
Regression Builds:
1.16.0.61
Notes:
The animation that's playing the server entity is the following:
"loop": true, "animation_length": 5, "timeline": { "0.1": [ "/say ping" ] }
The animation playing in the client entity is almost the same, replacing the command with a sound effect.