@fuckcriscuit not sure what you're talking about but attribute swapping has absolute nothing to do with client behaviour and is an entirely server sided issue, so it can easily be fixed without this extra tick of delay (which doesnt even really fix shit)
@dreamwaterzoo@parabolicamon28@baablu_lol while those are both server sided mechanics, the server only deals fall damage when it actually receives a packet of the player being on ground. So on the server tick it thinks youre on ground and lets you pick up stuff, but doesnt deal fall damage until the next tick
@dreamwaterzoo@parabolicamon28@baablu_lol I think you mean synchronously btw, and the "predicts next tick" thing is rather inaccurate. The server applies player positions received from packets immediately, so the ticking on the server tick causes it to 'simulate' a tick of falling before it actually happens
@dreamwaterzoo@parabolicamon28@baablu_lol You should check vanilla server source code, not paper. The server ticks all entities every server tick, which updates movement variables for players just like any other entity.
@KryptoWolfGER hahahahaha digga du absoluter vollversager bottest seit monaten deine videos tot in der hoffnung dass der algorithmus kickt und du dein geld mit affiliate links verdienen kannst weil du sonst zu nichts in deinem leben fΓ€hig bist
@TwentyOneMilly@BreadGuyBird@DarfMike So are women genetically predisposed to have faster fingers and keep their concentration for longer than men? I'm just pointing out the obvious logical fallacy you're commiting when naively ignoring all other factors, like difference in popularity and support among the genders.
@Fidias0 Only in a most dystopian society can the general public be scared of technological progress and a clueless prankster be lecturing us on how the solution is for future generations to 'do better'.