Near the back portion "prison cell" where the amulet is kept, there are some leaves that "fall" around the prison in the later eras. If you stand at the ground level in the second to last era, and then travel forward in certain places, you'll end up in a place where your head is stuck in leaves, because only the player's feet seem to be checked.
It's possible to execute some jump-and-warp maneuvers where you trick the game into letting you travel while your feet are just above a node, but by the time the client receives the new terrain, they have already fallen into the solid node there.
You probably need to fix this by:
Checking all corners of the player's AABB and not just the "center feet" pos. Plus, check the 4 points around the player's vertical midpoint (around the player's "waist") to check for a "halfway" position where there's a node right through the middle of them.
Preventing the player from moving after the decision to allow a teleport has been made, until the terrain has been loaded. This one is potentially much harder because you can't tell for certain when a player has loaded terrain (you may just have to delay-and-pray) and because you may want to preserve momentum (for mid-jump travel).
Alternatively, you may have to do some checks after, and either bump the player out of solid objects, or revert the time movement.
True 4D parkour (where players time travel mid jump) may not be achievable on all hardware as of MT 5.8, as there is no way to ensure that the terrain transition can happen promptly enough during a client-side jump. With the possible addition of player:add_pos in 5.9+, and the ability to emerge and send mapblocks to a client (which should cover at least collision detection, even if visual meshes haven't been built yet) may make an alternative approach to this worth investigating.
Examples:
Near the back portion "prison cell" where the amulet is kept, there are some leaves that "fall" around the prison in the later eras. If you stand at the ground level in the second to last era, and then travel forward in certain places, you'll end up in a place where your head is stuck in leaves, because only the player's feet seem to be checked.
It's possible to execute some jump-and-warp maneuvers where you trick the game into letting you travel while your feet are just above a node, but by the time the client receives the new terrain, they have already fallen into the solid node there.
You probably need to fix this by:
Checking all corners of the player's AABB and not just the "center feet" pos. Plus, check the 4 points around the player's vertical midpoint (around the player's "waist") to check for a "halfway" position where there's a node right through the middle of them.
Preventing the player from moving after the decision to allow a teleport has been made, until the terrain has been loaded. This one is potentially much harder because you can't tell for certain when a player has loaded terrain (you may just have to delay-and-pray) and because you may want to preserve momentum (for mid-jump travel).
Alternatively, you may have to do some checks after, and either bump the player out of solid objects, or revert the time movement.
True 4D parkour (where players time travel mid jump) may not be achievable on all hardware as of MT 5.8, as there is no way to ensure that the terrain transition can happen promptly enough during a client-side jump. With the possible addition of player:add_pos in 5.9+, and the ability to emerge and send mapblocks to a client (which should cover at least collision detection, even if visual meshes haven't been built yet) may make an alternative approach to this worth investigating.