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https://github.com/MCCTeam/Minecraft-Console-Client
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fix: correct collision axis ordering and step-up threshold to match vanilla
Two bugs in CollisionDetector caused persistent Y-axis bouncing (0.6 block oscillation) while walking on flat ground: 1. GetAxisStepOrder used a complex 6-branch sorting that often placed horizontal axes before Y. Vanilla's Direction.Axis.axisStepOrder always resolves Y first, then the larger horizontal axis. Replaced with the simple two-case vanilla logic. 2. The horizontal-blocked checks (blockedX/blockedZ) used exact != which triggered on floating-point noise (~1e-15) from sin/cos in movement input. Vanilla uses Mth.equal (1e-5 threshold). This false positive caused step-up to fire every few ticks on flat terrain. Also includes DescendTemplate robustness fixes from the previous session (fail on unintended climbing, suppress forward input on climbable blocks). Made-with: Cursor
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4b49135107
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2 changed files with 15 additions and 25 deletions
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@ -40,6 +40,10 @@ namespace MinecraftClient.Pathing.Execution.Templates
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if (horizDistSq < 0.25 && Math.Abs(dy) < 0.5 && physics.OnGround)
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return TemplateState.Complete;
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// Fail if climbing up instead of descending
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if (pos.Y > ExpectedStart.Y + 2.0)
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return TemplateState.Failed;
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if (_tickCount > 120)
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return TemplateState.Failed;
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@ -47,6 +51,9 @@ namespace MinecraftClient.Pathing.Execution.Templates
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{
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physics.Yaw = TemplateHelper.CalculateYaw(dx, dz);
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input.Forward = true;
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// Don't push into climbable blocks during descent
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if (physics.OnClimbable)
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input.Forward = false;
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}
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return TemplateState.InProgress;
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@ -23,8 +23,8 @@ namespace MinecraftClient.Physics
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var colliders = CollectBlockColliders(world, entityBox.ExpandTowards(movement));
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Vec3d resolved = CollideWithShapes(movement, entityBox, colliders);
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bool blockedX = movement.X != resolved.X;
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bool blockedZ = movement.Z != resolved.Z;
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bool blockedX = Math.Abs(movement.X - resolved.X) > 1.0E-5;
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bool blockedZ = Math.Abs(movement.Z - resolved.Z) > 1.0E-5;
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bool blockedY = movement.Y != resolved.Y;
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bool hitGroundDuringMove = blockedY && movement.Y < 0.0;
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@ -59,7 +59,7 @@ namespace MinecraftClient.Physics
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/// <summary>
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/// Collide movement against a list of shapes using axis-separated resolution.
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/// Matches Entity.collideWithShapes() — processes axes in order of smallest movement first.
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/// Matches Entity.collideWithShapes() with vanilla's axis ordering (Y first, then larger horizontal axis).
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/// </summary>
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private static Vec3d CollideWithShapes(Vec3d movement, Aabb entityBox, List<Aabb> colliders)
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{
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@ -82,31 +82,14 @@ namespace MinecraftClient.Physics
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}
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/// <summary>
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/// Get axis processing order: Y first if moving down, otherwise smallest absolute movement first.
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/// Vanilla uses Direction.axisStepOrder(Vec3) which returns axes sorted by absolute movement.
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/// Get axis processing order matching vanilla Direction.Axis.axisStepOrder(Vec3):
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/// Y is always first, then the larger horizontal axis, then the smaller.
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/// </summary>
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private static int[] GetAxisStepOrder(Vec3d movement)
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{
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double absX = Math.Abs(movement.X);
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double absY = Math.Abs(movement.Y);
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double absZ = Math.Abs(movement.Z);
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if (absX > absZ)
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{
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if (absZ > absY)
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return new[] { 1, 2, 0 }; // Y Z X
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if (absX > absY)
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return new[] { 1, 0, 2 }; // Y X Z
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return new[] { 0, 1, 2 }; // X Y Z
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}
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else
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{
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if (absX > absY)
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return new[] { 1, 0, 2 }; // Y X Z
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if (absZ > absY)
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return new[] { 1, 2, 0 }; // Y Z X
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return new[] { 2, 1, 0 }; // Z Y X
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}
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return Math.Abs(movement.X) < Math.Abs(movement.Z)
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? [1, 2, 0] // Y Z X
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: [1, 0, 2]; // Y X Z
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}
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/// <summary>
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