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Bug
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Resolution: Fixed
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Minecraft 1.11, Minecraft 16w50a
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None
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Confirmed
When a moving block moves entities its bounding boxes are chosen as if it was placed at 0,0,0.
If 0,0,0 is not loaded for the client that also can lead to client/server desyncs as it will see air, opposed to the server which loads it when it does the check.
Way to reproduce:
The armour stand gets moved up even though it is not inside the collision box of the fence.
Video: https://youtu.be/4GFR9_oxzpk
Note: there should be solid blocks around 0 0 0 (so a fence at 0 0 0 could connect to them)
Cause
To fully fix this MC-110094 would need fixing, but at least making it dependent on the current position would remove the client/server desyncs it causes (and it would be a less random source for the actual state at least).
private void moveCollidedEntities(float p_184322_1_) { EnumFacing enumfacing = this.extending?this.pistonFacing:this.pistonFacing.getOpposite(); double d0 = (double)(p_184322_1_ - this.progress); List<AxisAlignedBB> list = Lists.<AxisAlignedBB>newArrayList(); this.func_190606_j().addCollisionBoxToList(this.world, BlockPos.ORIGIN /*Cause of MC-110244*/, new AxisAlignedBB(BlockPos.ORIGIN), list, (Entity)null); if(!((List)list).isEmpty()) { AxisAlignedBB axisalignedbb = this.func_190607_a(new AxisAlignedBB(BlockPos.ORIGIN).setMaxY(1.5)); // Added ".setMaxY(1.5)" to support 1.5 high blocks. (MC-108673) List<Entity> list1 = this.world.getEntitiesWithinAABBExcludingEntity((Entity)null, this.func_190610_a(axisalignedbb, enumfacing, d0).union(axisalignedbb)); if(!list1.isEmpty()) { boolean flag = this.pistonState.getBlock() == Blocks.SLIME_BLOCK; // ... } } }
This is not MC-108673 or MC-110094, but closely related to both of them. It's likely that a fix for MC-110094 will also make this issue disappear.
16w50a:
Not fixed:
- Cobblestone Walls