* Use BlockProperties.collides to use the actual bounds of blocks.
* Don't test for sfLowJump to set allowHop.
* Set head bump margin to match 2-high spots and to prevent lowjump fps.
* Tighten conditions for actual hop.
* Don't x > 1.314 * x.
* Add height, eyeHeight, isHeadObstructed to PlayerLocation.
* lowjump detection: from is higher than to, test both locations.
* Remove bunny reset within lowjump detection (defeated flying bunny).
* Check isHeadObstructed directly in the bunnyHop method.
Issues remaining:
* Moderate acceleration ground to ground, after having landed (+1st).
* Possibly transitions between 2-high and other.
* More edge cases with slowness potion.
Using profiles:
* Profile "minimal" will build by default, excluding all dedicated cb
dependencies, making it easier to quickly test stuff.
* Set the property 'cbdedicated' to true, in order to build all, using
the profile "all".
* The properties BUILD_NUMBER and BUILD_SERIES don't seem to set to
defaults anymore, so they have to be set manually (BUILD_NUMBER does get
set on jenkins).
This seems to be the same value on ground as with slowness potion and
2-step acceleration. Not possible to squeeze into the ordinary bunny
envelope.
On the fly: add PlayerLocation.isOnGroundOrResetCond.
Slowness+bunny will still not fully work, because we need to model
closer to the client here, i.e. acceleration and friction. Remaining
issues in rough order of naughtiness:
* On-ground friction based speed decrease.
* Increasing of speed, above slowness sprinting speed but below normal
sprinting speed.
* Two-step bunnyhop, having h-speed increase to bunny with two packets.
Similarly acceleration effects when touching ground, not modeled right
by bunny.
* Possibly more.
* Remove early return, as we prefer to know what NCP would allow, at
least until sf changes have stabilized.
* Only count in speed effects for normal running/jumping, not
water/web/blocking/sneaking. Either check potion effects or attributes.
Mainly catches the instant ladder and too large moves, generalize step
to have general "reset" as condition instead of "ground", don't limit by
a distance.
* Not actually a fix for anything we encountered.
* Nailed down blockinteract.visible raytracing issues to bad end-points
for raytracing.
* Also test/prepare logging test-cases for raytracing in general. Not
enabled, because we should have some flag/permission/command to check
before logging ~ 5KB per interact event.
This makes logging all violations potentially useful to use alongside
with the "ncp debug player" command in production environments. The flag
debugonly must be set with at least one backend being activated.