- Player logout: Dismount from NPC mount before logout to prevent
orphaned mount state (ServerTickHandler)
- Teleportation: Dismount before cross-dimension teleport to prevent
mount being left behind in old dimension (NoppesUtilPlayer)
- Dead rider: Validate rider is alive, dismount dead/invalid riders
to prevent stuck mount state (NPCMountUtil)
- Role disable: Dismount rider when mount role is disabled to prevent
mounted player on non-mount NPC (RoleMount)
- Remove all velocityChanged=true flags from mount movement code
(NPCMountUtil, EntityNPCInterface, EntityNPCFlying)
- Make performMountedMovement physics server-side only like vanilla horse
- Remove syncMountedRiderVelocity method that forced rider velocity packets
- Fix ground movement to not reset motionY every tick
- Let Minecraft's entity tracker handle position sync naturally
The jitter was caused by S12PacketEntityVelocity being sent every tick,
which constantly reset client interpolation. Vanilla horses/boats never
set velocityChanged and rely on the entity tracker for smooth sync.
Quest Manual allows you to add manual quests that can only be completed via script or command. The command will essentially call the .setProgress or .setPlayerProgress (if the player is within a party) to set the progress for the objectives.
-New class extending from the HashMap class, only takes CacheHashMap.CachedObject as values, which itself is a template class.
-On every call to get(), it goes through its values and removes any that are past a set age in millis.
ClientCache:
-New class with static CacheHashMap and function to get image data, will do more caching later on.
Added a ton of code regarding Flying doesn't work correctly. Please Uncomment them by searching for
Comment: // Fly Change
Fixed Hidden Parts not Saving