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player/player.go: Stop treating blocks passed while falling as ground #1286
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missunderstanding the cause... (won't work) 👏
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Thanks for taking a look — could you share a concrete failing scenario? I'd like to make sure I'm not missing something.
The change keeps the player's exact X/Z footprint and extends the probe box straight down by 0.05 plus this tick's descent (
math.Min(deltaPos[1], 0)), instead of the old.Extend(deltaPos.Mul(-1.0)). While falling,deltaPos[1]is negative, so the old-deltaPosextended the box upward and sideways (opposite the movement) — that is what made it intersect a wall the player was sliding past and reportonGroundevery tick, continuously resettingfallDistance(the #1003 bug). The new box only grows downward under the feet, so a block beside the fall path is no longer treated as ground while ground actually under the feet still is.I tested this in-game on 1.26.30: sprinting/walking down stairs deals no fall damage (#1044 stays fixed), a ~15-block open fall deals ~6 hearts, and falling flush against a wall now deals damage only on landing (#1003 fixed). I also checked the edge cases (standing, ledges, jumping where
math.Minclamps to 0, and fast falls wherecheckBlockCollisionshas already clamped the position onto the floor).If your point is that
onGroundshould ideally come from the move's vertical-collision result (like vanilla) rather than a probe box — I agree in principle, butcheckBlockCollisionsonly runs whendeltaPos.Len() <= 3andcollidedVerticallyis also set on ceiling hits, so switching to it is a riskier refactor I'd rather keep separate from this fix. Happy to dig into any specific repro you have.There was a problem hiding this comment.
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Absolutely! Here's an example scenario of this happening: https://www.youtube.com/watch?v=IlZ-Lclu54E