Entities with boat runtime identifier no longer skip interpolation
Partner Rank: 2
Verification builds: 1.19.60
Regression builds: 1.19.50
Summary
In 1.19.50 and below, boats (and entities with a boat runtime identifier) would not visually interpolate when teleported. In 1.19.60 and above, they do. This utterly breaks some content we're working on. Would you like to hear why? Let me weave you a series of contrived workarounds.
The Need
In an upcoming map, we need an extremely large entity, visible from hundreds of blocks away.
Problem #1
Entities are hardcoded to stop rendering at 72 blocks away. This cannot be modified.
Workaround #1
Use an animation like this to render the entity somewhere else:
"position": [ "-16*q.position(0)+v.fake_x", "-16*q.position(1)+v.fake_y", "16*q.position(2)+v.fake_z" ]
Then constantly teleport the entity to be in the player's view, so it always renders.
Problem #2
Every teleport, the entity shakes around a bit, like some interpolation is leaking.
Workaround #2
Use a boat runtime identifier. For whatever reason, they do not have the shaking problem.
Problem #3
Now in 1.19.60 they do. Since problems 1 and 2 still exist, we are out of options.
Impact
This is completely blocking for some upcoming content.
Repro Steps
- Download and open the attached world
- Observe the white cube
Expected Results: As the shadow moves around, the cube remains static
Observed Results: The cube jitters like crazy
Screenshots/Videos attached: Yes
Notes: If you add a field that lets you set a specific entity's view distance, all of this pain will disappear