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[Solved][Dev Help, 1.12.2] Trying to figure a major issue regarding a baby entity infinitely running away from the player


NovaViper

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I'm not sure if this is a good place to ask this, but here goes.

 

So for about a year now, there has been this big bug that me and another developer haven't been able (nor had to time) to tackle. I've done some digging around the code to at least figure out when the bug started occurring. The latest version of the mod (Doggy Talents) is 1.14.2.321 for 1.12.2; the version that didn't have the bug was 1.14.1.240 for 1.12.2. Every succeeding version (all the way up until the latest) since 1.14.1.240 has had the bug. I made a Git Compare in order to show the various changes that occured since that release all the way up to now. If anyone can give any sort of input as to why this happening, it would be highly appreciated.

Edited by NovaViper
Main developer came and found the issue

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2 hours ago, NovaViper said:

I'm not sure if this is a good place to ask this, but here goes.

 

So for about a year now, there has been this big bug that me and another developer haven't been able (nor had to time) to tackle. I've done some digging around the code to at least figure out when the bug started occurring. The latest version of the mod (Doggy Talents) is 1.14.2.321 for 1.12.2; the version that didn't have the bug was 1.14.1.240 for 1.12.2. Every succeeding version (all the way up until the latest) since 1.14.1.240 has had the bug. I made a Git Compare in order to show the various changes that occured since that release all the way up to now. If anyone can give any sort of input as to why this happening, it would be highly appreciated.

On github it says that it was added to the todo list.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, NovaViper said:

I know, that's what we're trying to work on (but haven't figured out what part of the code is causing the issue)

Then he should get on here as well. Since he is the Dev. After looking at the code I dont see anything obvious. And it would help if I had where the baby was spawned at in the code.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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11 minutes ago, Animefan8888 said:

Then he should get on here as well. Since he is the Dev. After looking at the code I dont see anything obvious. And it would help if I had where the baby was spawned at in the code.

Alrighty, I just messaged him on Discord, however he's not on right now. Hopefully he responds back to it

Main Developer and Owner of Zero Quest

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If I helped anyone, please give me a applaud and a thank you!

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19 hours ago, NovaViper said:

I made a Git Compare in order to show the various changes that occured since that release all the way up to now. 

 

You shouldn't have to compare :all the way up to now". Assuming that the bug is definitely introduced going between two commits then by deduction the bug must be related to the commit. So you should focus on that one change and compare that.

 

Note though that the new commit itself might be okay -- a properly coded new commit might just be exposing a bug in existing code. But the new commit should still give you clues based on what existing code it interacts with.

 

So in order to properly narrow this down, which commit exactly resulted in the bug starting to occur? (In your compare I'm not sure whether it was the first or second commit.)

Edited by jabelar

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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Good news! The primary developer came on earlier today and spotted the issue. It turns out that out the updateBoundingBox() method was at fault. It had the code that was really meant for the setDogSize() method, and because that was constantly being executed, it caused the bounding box of the dog to change, which caused the dog to move unintentionally. He has prompted fixed the bug and everything is working like it was before. More detail on the change is here

Edited by NovaViper
Added the commit that fixed the bug

Main Developer and Owner of Zero Quest

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If I helped anyone, please give me a applaud and a thank you!

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