Closed EliteAsian123 closed 4 years ago
Hmm.. I can't reproduce this, but the latest changes in #develop do update some code related to chunk boundaries, so it's definitely possible. Can you get this to happen in the example worlds, or otherwise narrow down steps to reproduce?
It's a really weird bug because it only happens sometimes. I'll try it on example worlds and see if it is just me!
I've been trying for half an hour, and I couldn't get it to happen on the example worlds except this one time I did it by mistake, and I couldn't do it again. Soooo yeah. I'll try again later.
Hmm, I'm not sure what it might be. Chunk borders are prone to rendering bugs, due to the overlapping voxels stored for meshing purposes, but the physics system is pretty much isolated from the chunking abstraction so it doesn't usually have issues like that.
One thing I can offer, the physics system is written such that collisions only happen as a body enters a solid voxel. The engine doesn't check whether a body starts a given tick already overlapping a solid voxel, so if you do something like manually positioning the player somewhere, and maybe rounding issues cause the player to start off just inside a voxel, that might cause something similar...
Happened to me when using the master
branch, but only once (I jumped and went through a block). Thanks for your time @andyhall. Not much of an issue for me. But I was wondering how to change the fill of the targetedBlock
outline. Or just what object path contains the outline? Thanks again c:
@IceHacks I believe you can disable the outline and create your own, however I'm not too sure how you could create the outline.
Closing this as it's a few versions ago, please file a new issue if it reproduces.
From my testing, it only happens on chunk boundaries. I'm not too sure if this is a thing in the master branch. Thanks!