* Fix trapdoor collision
* Add EqualsAndHashCode to all Collision subclasses and shift code around
EqualsAndHashCode are required on subclasses otherwise blocks will be assigned an incorrect collision instance. (Doors and trapdoors are mixed and ladder sometimes gets a DoorCollision instance).
Added protected constructor to BlockCollision to make boundingBoxes final.
Removed EmptyCollision because I don't think it is useful.
Moved conversion from ArrayNode to BoundingBoxes[] from OtherCollision to CollisionRegistryLoader
Removed regex from SnowCollision and use default bounding boxes.
* Deduplicate BlockCollision instances
* Create one set of bounding boxes for all BlockCollisions
* Don't depend on the player's block position in DoorCollision
* Fix dirt path position corrections
Grass paths were renamed to dirt path in 1.17
Fix position correction for y=1, y=2, y=255, and y=256
* Increase pushAwayTolerance depending on distance from origin
This should fix position corrections for blocks less than 1 unit in length/width at high coordinates.
This includes ladders after x 4096 or z 4096
Not too sure about the math here though
* Use ThreadLocal for position
Hopefully resolves concurrency issues
* Remove comment and add layer check to SnowCollision
- Fix recipe registry not using an int key-based map
- Versioned registries now use Fastutil more effectively
- Replace uses of String#split for block identifier manipulation with #indexOf and #substring
- Reuse Patterns in collision loader
* Update block break time after a CONTINUE_BREAK action
* Fix breaking animation time for some blocks
* Reuse Vector3f and add comment
Co-authored-by: Camotoy <20743703+Camotoy@users.noreply.github.com>
Java Edition has a tags system that allows for some server-side control of certain properties. This PR allows for piglin trading items, wool, and flowers to be determined from the server.
This commit brings full support for crawling, sneaking under 1.5-block-tall spaces, and swimming in one-block areas. There is a check in place that decreases the player's speed to something comparable to Java if they are in a situation where they would otherwise go at normal walking speed (for example: without the check, a Bedrock player would go at full walking speed while crawling).
- Shield code is now down as the player is sneaking - it doesn't wait for the server to update our sneaking status
- Shield is now applied correctly when sneaking and then moving to the shield item
This commit implements 1.16.210 support while still keeping 1.16.100 and 1.16.210 compatibility.
Co-authored-by: AJ Ferguson <AJ-Ferguson@users.noreply.github.com>
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
Client-side block animations and reach checks are now added.
This commit also includes cleanup in BlockChangeTranslator as well as proper Netherite tool support for calculating block breaking.
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
Movement is now significant better, especially on slabs, stairs, and other half-blocks.
Co-authored-by: RednedEpic <redned235@gmail.com>
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
Co-authored-by: Tim203 <mctim203@gmail.com>
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
The refactors in this commit go a bit beyond the scope of what the sound/effects branch was meant to accomplish, however most of these changes are necessary so chunk caching could be reintroduced for the standalone version. The chunk caching here allows for us to get the block ID before the block was broken, and in the future allow us to implement newer features. Chunk caching is optional (and disabled by default) as on non-Bukkit versions, it can eat up a lot of RAM with many players online.