Teleport Animation (1.0.2)
Curse Maven Snippet
What's new
v1.0.2 - Fix teleport animation flickering for nearby waystones
Fix
- Eliminated flickering in Phase 2 (displacement) when teleporting to nearby waystones by implementing smooth camera pre-displacement with fade transition
- Added
slideFrame()for smooth camera slides (no fade-to-black) on nearby waystone teleports - Implemented
travelFrame()with elegant fade-to-black drags for distant waystones - Automatic detection of nearby waystones based on player render distance
- Optimized terrain refresh with cheap Sodium updates instead of full geometry rebuilds during travel phase
- Added
getTravelBlackoutIntensity()for smooth fade-to-black transitions - Ported blackout rendering to
TeleportStepEffectRenderer
Details
The teleport animation now uses two different strategies based on waystone distance:
- Nearby waystones (within render distance): Smooth camera slide across terrain with no fade — keeps the path visible and flicker-free
- Distant waystones: Elegant fade-to-black with camera drag movements at start and end of travel
Technical
- Ported camera pre-displacement logic from v26.2 to v26.1.2
- 20-block pre-displacement distance with 9-tick fade windows
- Terrain chunk handoff delay support to avoid flicker while chunks stream in
JAR: teleport_animation-26.1.2-neoforge-1.0.2.jar
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