Updated. Let me know if this is sufficient data, I didn't really have much else to add because it's pretty straightforward.
This footage was taken on a vanilla server; I'm running Fabric with some client side mods. But I will re-record the footage in a vanilla client when I get home from work.
@tryashtar I have attached a video showing the effect.
Regardless of its intended behavior, it is still inconsistent behavior.
oh I see, I suppose that makes sense. This is a good catch, thanks for pointing that out!
Also, our team has extensively tested this bug and it isn’t just on /kill, it’s any death whatsoever. It also seems to be extremely consistent. It isn’t a chance to happen, this seems to happen every single time (within the 5 second memory limit for attackers)
This issue is also identifiable in 1.19.3:
https://discord.com/channels/154777837382008833/1073164131026337812
hey Mojang, you marked my ticket as Duplicate when in fact, this bug runs much deeper than death messages. It affects scoreboards and advancements at their core; It doesn't look like it's the wrong attacker, it is the wrong attacker. This is game breaking for combat maps in 1.19.4. Here are some common examples of issues that can occur because of this:
Monster Hunter achievement could be granted to the wrong player
PvP maps where kills are tracked as the main determining factor for the winner
Maps that run commands at a killer; for instance, a sword with a kill effect such as "Gives player strength I for 3 seconds on kill"
Maps that take advantage of the new death message system
Statistics that track player kill, both in survival and mapmaking alike
Can confirm this is still an issue on the latest release.