Teleport Animation (1.1.1)
Curse Maven Snippet
What's new
v1.1.1 - Floor flicker and travel transition polish
Fix
- Floor flicker during top-down travel (all distances): refined the terrain refresh logic during the transition's flight phase. The camera now stabilizes its height before changes are visible, and destructive geometry rebuilds are replaced with cheap Sodium updates, preventing the floor from visibly jumping while the destination terrain loads.
- Double flicker on arrival (near waystone teleports): the blackout fade now covers the server-side teleport command window, hiding the chunk retention/handoff changes that were visible as a brief flicker just before the travel segment.
- Blank screen during long travel (far waystone teleports): instead of a full-screen black fade that lasted the entire chunk-load wait, the camera now performs a short visible drag from the departure waystone at the start, fades to black only for the unknown middle section, then performs another short visible drag to arrive exactly at the destination waystone. This preserves the sense of camera movement during what would otherwise be an empty blackout.
Technical Changes
getArrivalSurfaceY()now reusesareArrivalChunksReady()to avoid writing unresolved heightmap values to the cache during the flight phase.updateArrivalTerrainRefresh()andextendOrReleaseNormalChunkHandoff()replaced fullinvalidateLevelGeometry()rebuilds withSodiumCompat.scheduleTerrainUpdate()(lightweight terrain sync). Full rebuilds only happen once: at transition start and at arrival completion.- New
updateArrivalChunkHold()keeps the camera in top-down hold over the destination untilareArrivalChunksReady()returns true, extending the pre-push wait to avoid revealing partially-loaded terrain. - New
getTravelBlackoutIntensity()andgetTravelBlackoutFadeOutStartTick()manage a full-screen fade-to-black overlay during the travel phase (9-tick fade out, opaque while waiting, 9-tick fade in). NewrenderTravelBlackout()inTeleportStepEffectRendererrenders the black overlay. travelFrame()now uses two short camera drags (20 blocks each, clamped to half the actual distance on very short teleports) instead of interpolating the full flight path. Entry drag plays while fading out, exit drag plays while fading in; the middle section is hidden behind black.
Notes
Unverified: this build has not been tested in-game. The changes are concentrated in the camera positioning and terrain refresh logic during the travel phase only; pull and push animations are unchanged.
JAR: teleport_animation-26.2-neoforge-1.1.1.jar
All Relations
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