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Individual Nametags configuration for each EntityType #4355
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GenericSetting's reset button was not right-aligned
What's the expected behavior for through-walls when it's disabled? The current approach has rather lackluster and unrefined results, and a different approach might be better. |
@Theboiboi8 The expected behavior when disabled is simply not to display nametags of entities that are not directly visible to the player. What do you think could be improved? |
This looks at the position of the player's eye. Indeed, player parts can appear without the nametag being displayed but that does not seem problematic to me. |
The problem, I feel, with this approach, is that given the nametag is hidden if the player doesn't see the eyes of the entity, wouldn't that present an issue with mobs that the player is fighting, but not seeing the eyes of? If, for example, the player is fighting an enderman and hiding under a 2 block tall roof, wouldn't it be better to see the health of the enderman even though the eyes aren't in direct view? |
It would be quite complicated because it would mean raycasting all over the entity, which would rapidly reduce fps |
replacing ((IVec3d) vec2).set(entity.getX(), entity.getY() + entity.getStandingEyeHeight(), entity.getZ()); with ((IVec3d) vec2).set(entity.getX() + entity.getWidth(), entity.getY() + entity.getStandingEyeHeight(), entity.getZ() + entity.getWidth()); in the |
This modification just adds an unwanted offset to the eye position. |
Type of change
Description
Changes:
This notably allows knowing the health of nearby mobs without having the screen filled with nametags.
Checklist: