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moonwell-client-core/docs
Sam Sung f199fbd388 The world's edge holds the player, as in 1.12.1 (#1841)
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

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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 06:50:27 +07:00
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