* Not actually a fix for anything we encountered. * Nailed down blockinteract.visible raytracing issues to bad end-points for raytracing. * Also test/prepare logging test-cases for raytracing in general. Not enabled, because we should have some flag/permission/command to check before logging ~ 5KB per interact event.
This makes logging all violations potentially useful to use alongside with the "ncp debug player" command in production environments. The flag debugonly must be set with at least one backend being activated.
Similar to TestNCP but reduced/different features: * Config: trace for the log file and notify to send to notify channel. * It's not possible to confine whose messages you receive (yet). Meant for better local/quick testing in the first place.
* Make attribute methods consistent (remove the sprint boost modifier from the generic speed multiplier, because it's inconsistent). * Add missing implementations. * Adjust default sprinting speed modifier. * Add more guards for the latest compat module (1.8_R3). * Add a reflection based compat module for CB, to cover minor updates. * Possibly other minor fixes/changes. [Hail "insufficient data written"!]
When the respawn/login location is obstructed, the respawn event shows that location, but the first move will start at several blocks above, without having a teleport event to rely on, thus this workaround.
Vertical velocity handling can be much simplified (and possibly extended to including downwards velocity) with using a friction-based modeling. Absolute envelopes can still be checked extra, where appropriate.
Still uses a little bit of the buffer, but much less. In essence this allows rather more h-speed than before, based on friction.
…eaking or blocking
Not very efficient in terms of code-output, but enabling us to log test cases for visible (and potentially passable too), using real-life examples. * Add the capability to log a FakeBlockCache as java code. * Add utility to record map parts (cuboid, ray-tracing with margin) to a FakeBlockCache. Missing: * Actually log stuff (visible).