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Bug
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Resolution: Invalid
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None
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23w43a, 23w44a, 23w45a
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None
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Windows 10 22H2, Eclipse Adoptium OpenJDK 17.0.8.101
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Unconfirmed
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(Unassigned)
Basically, as far as I can tell, the client expects the tick rate (set with /tick or otherwise) to be 20TPS or less when updating physics. This results in buggy behavior when physics are updated client-side, then retrieved from the internal/external server (I tested this on both a singleplayer world and a multiplayer world and the behavior appears to be the same):
Player moves as if the tick rate was still 20 TPS, whereas player physics are scaled down when TPS is <20
Certain entities teleport a certain amount depending on TPS (possibly because entity position packets are sent every 0.5 seconds despite the game expecting 20TPS max? Idk)
The daylight cycle is stuttery as it updates the time on some interval, but the client is still trying to update the cycle at 20TPS
How to reproduce
The player movement is kind of a weird technical thing so I am not sure how I could word the steps for reproduction. As for the other two:
Item Teleportation
The item should move as if the game was running at 20TPS for a brief moment before teleporting to its correct position.
Falling Block Teleportation
The block should fall as if the game was running at 20TPS for a brief moment before teleporting to its correct position.