f199fbd388
A player could walk or swim past the edge of the world and keep going. 1.12.1 stops every movement step whose swept box touches terrain that isn't loaded. The query `0x6aa8b0` fails on a null tile or chunk (`0x6aadfa`, `0x6aae1f`), and the substep loop then runs no resolver and reports the time skipped (`0x634154` → `0x615ae0`). benilla now builds the reference's walk, swim and fall boxes and holds the body when its box touches a tile that isn't resident. Position, fall clock and FALLING are kept, and `CMSG_MOVE_TIME_SKIPPED` goes out for the held time. A tile whose terrain file fails to load counts as resident, so it is never a wall. Tests: a walk stops at the edge and walks back, and a jump hangs. Live, a teleport past the edge held in place. Fixes #1830 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>