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- Used by Sake, and PotionSatchel had code to specifically ignore PotionType.UNCRAFTABLE - Changed to a Mundane Potion, which may have unintended consequences (by being able to be converted in other recipes) - Added new namespace "id" to be able to specifically recognize Sake. If the already existing namespace "key" was used, it would need more changes (such as inheriting Consumable in order to be able to be right-clicked)
dlee13
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Apr 30, 2025
src/main/java/com/klin/holoItems/collections/gen0/suiseiCollection/items/Comet.java
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- It was misleading due to usage of Set. The readded code is needed as a filter to rayTrace in order for Piercing to work
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One thing that I really didn't bring back was the sinusoidal movement on Y axis (old Comet moved like Also, old Comet movement was smoother (less choppy). This is very noticeable when using /tick rate below 20 I haven't figured out if there's a way to add interpolation when the axe moves forward |
dlee13
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May 1, 2025
src/main/java/com/klin/holoItems/collections/gen0/suiseiCollection/items/Comet.java
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I believe you're supposed to set the translation once and then the display entity will move every tick with interpolation automatically applied in the client side. |
- Fixed initial position being different depending on player's angle, by using Translation - Moved initialization to a Consumer, so it is set before a game tick. This fixes entity dot in minimap in the first tick - Fixed offhand slant
- Animation was choppy, due to use of teleport(). Fixed by using Translation. - Note: changed raytracing to use the normalized vector instead of x3 speed vector. This didn't change anything in testing.
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Looks good to me now |
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