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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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| .. | ||
| Aabb.cs | ||
| BlockShapeData.json | ||
| BlockShapes.cs | ||
| CollisionDetector.cs | ||
| MovementInput.cs | ||
| PhysicsConsts.cs | ||
| PlayerPhysics.cs | ||
| Vec3d.cs | ||