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Interpolated Looking implementation #4505

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TheThouZands
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Replaced old, in many cases not working "smoothlook" with "interpolatedLook", which forces global player rotation in both axis to follow a "path" from source looking position(rotation) to target, removing jittering when, for instance, mining blocks; it WILL hinder baritone's default mining speed, but the main purpose is to make actions seem slightly more humanly possible, time of the interpolation is controlled by interpolatedLookLength, in ticks.

Replaced old, in many cases not working "smoothlook" with "interpolatedLook", which forces global player rotation in both axis to follow a "path" from source looking position(rotation) to target, removing jittering when, for instance, mining blocks; it WILL hinder baritone's default mining speed, but the main purpose is to make actions seem slightly more humanly possible, time of the interpolation is controlled by interpolatedLookLength, in ticks.
@TheThouZands TheThouZands mentioned this pull request Sep 19, 2024
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8mb.video-4EL-9Jlk4hg4.mp4

"showcase" video

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@sqlerrorthing sqlerrorthing left a comment

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use google guidelines rn & dont commit the commented code

@@ -120,4 +121,8 @@ public static double entityDistanceToCenter(Entity entity, BlockPos pos) {
public static double entityFlatDistanceToCenter(Entity entity, BlockPos pos) {
return distanceToCenter(pos, entity.position().x, pos.getY() + 0.5, entity.position().z);
}

public static Vec3 vDivide (Vec3 A, Vec3 B) {

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use google codestyle guidelines plz

if (this.target.mode == Target.Mode.SERVER) {
ctx.player().setYRot(this.prevRotation.getYaw());
ctx.player().setXRot(this.prevRotation.getPitch());
}// else if (ctx.player().isFallFlying() && Baritone.settings().elytraSmoothLook.value) {

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what is it? 💀. Commits the commented code is pretty bullshit

@DeerJesus
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DeerJesus commented Nov 16, 2024

The interpolation is very cool, but given how abysmally slow the speed is you might want to 'boost' remainWithExistingLookDirection so it REALLY prefers to mine blocks in the existing look direction, to minimize turning. It looks more human anyway

Or add some sort of penalty setting for it at least?

@DeerJesus
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Actually, having played around with this a bit, it's real nice. MUCH better and FASTER somehow than smoothlook, just have to nerf the ticks. It's nice!

@LopezJLD
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Actually, having played around with this a bit, it's real nice. MUCH better and FASTER somehow than smoothlook, just have to nerf the ticks. It's nice!

hey can you help me to compile with this changes? idk why it doesnt work when i do it :( im new in all this things

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4 participants