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Globally sync Water Wheel rotation #5032

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MalkContent
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synchronizes all waterwheels that are going at the same speed by setting their rotation to level.getGameTime()*perTick % 1

changing perTick by changing the waterflow starts a grace period where the rotation is not synced to the game time so players still perceive smooth transitions in waterwheel speed/rotation instead of janky jumping of the wheel. after the grace period the wheel makes a single jump, hopefully when noone is looking anymore.

MalkContent and others added 4 commits February 23, 2022 18:34
syncs all waterwheels rotation depending on gameTime and turning speed
has grace period, so players changing the wheel speed by altering the liquid flow don't look at janky animation jumps
"Adding the check to the tick method definitly isn't the solution" -malte
after the grace period transitions smoothly into the synced state instead of snapping to it
@MalkContent
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if you've got the time, check out the new smooth transition into the synced state
just wanted to see if I could do that like I had in my head
if it's to your liking, I'll clean it up, otherwise, I'll just make it so it syncs rotation when the BE is loaded and not "live", like was discussed some 5(?) months ago
sorry this took so long

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also: the huge list of commits makes me think that the rebasing didn't go as planned, at least on the remote side..
I'll look into that tomorrow

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You're trying to merge into 1.17, so it's including all the commits since then. Change the target branch for the PR?

@malte0811 malte0811 changed the base branch from 1.17.1 to 1.18.1 February 24, 2022 08:26
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ty for that
didn't notice yesterday late

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2 participants