This visual inconsistency causes issues with targeted commands/ effects, where it prioritizes the server players death location over the client players “fake” death location after taking knockback
On the client players death screen, it still shows them taking knockback from the source. However, on the server side, other players will just see you stationary.
Sorry about that, got it fixed up
3060ti, framerates average around 400 on a fresh world AFTER chunk loading with 12 render and simulation distance. During chunk loading it can see dips down to 200 with consistent spikes. Having a busy world with a sizeable amount of entities can see dips down to 200-90.
Still in 1.21.5 and 1.21.6 snapshots.
Can confirm in 1.21.5 and 1.21.6 snapshots. Explosions look incredibly unappealing without these
Can confirm, lag spikes are much more severe and noticeable
Can reproduce, takes about 1-2 seconds extra on a brand new world
This has devolved into producing no particles anymore as of 25w21a. They have been missing since 1.21.5 and onwards.
Can confirm in 1.21.5 & 1.21.6 snapshots
Can sometimes reproduce, has been occurring since 25w19a, probably related to the projectile changes
Does the chunk unload and stop ticking on death? I wonder if that’s why this happens. Still a problem on 1.21.5 and 1.21.6 snapshots.
Still a problem in 1.21.5 and 1.21.6 snapshots.
Can confirm, with the local difficulty at the highest I see a lot of copper and leather armored mobs, but gold and iron armored mobs were much less frequent and a pretty rare sight.