Lots of issues remain with elytra, with and without boost. Selection:
* maxheight will trigger with the rocket feature, naturally. Mendable by
increasing it via configuration
(checks.moving.creativelfly.model.elytra.vertical.maxheight). Not sure
we'll just increase the limit or alter how it's dealt with (e.g. also
for sf: lock to a max / high slope value, independently of the set-back
and world height, alter as necessary).
* All sorts of transitions, e.g. onto ground, into water.
* Loss of boost right after adding (not sure if already fixed).
* What with hover, actually?
* Is the flight duration infinite with power 127?
* Issues with ascending after descending, even without boost?
Changes contain:
* MCAccess.dealFallDamageFiresAnEvent -> true
* Always log basic data on (handled) fall damage events.
* Add a tag for the cancel reason with NoFall. Alter the default alert
message.
* Move 3.0 to Magic.
* Set the skipping flag correctly on allowFlight being set.
Fall damage is adjusted or cancelled, if the Minecraft fall distance is
greater than the distance(s) tracked by NCP (per move diffs, maximum y).
Intention is to prevent (speeding by) self damage by abusing Minecraft
dealing fall for untracked moves.
Issue: https://github.com/NoCheatPlus/Issues/issues/338
* Auto generate the sub-module file structure.
* Add rest manually.
Rest
* Enter new classes into factories.
* Add entries for modules and dependencies to the root pon and the
NCPPlugin pom, to make the new module represent 1.10 R1.
* Point the 1.10_r1 build profiles to the new module.
* Add a new module for 1.11, point to cbdev (which still is 1.10.2,
though).
Next steps (next MC release, probably):
* At least auto generate a file, containing all entries to make for the
new module, for convenient use with copy and paste.
* (Later: alter the files automatically, possibly interactive. Needs
more care, e.g. if profile entries already exist. The factory entries
can have a marker each.)
Steps done:
* Add more velocity with less preconditions.
* Handle push with the player being just above the block where a slime
block is pushed to.
* Exception for vdistrel.
* Breaking:Move verVelUsed from MovingData to PlayerMoveData.
Gameplay issues remaining:
* Still too often fall damage is dealt.
* Friction envelope gets hidden with past-ground being set too often
(vdistsb).
* Potential for more edge cases.
Missing abuse prevention:
* Reinstate invalidation of past entries (currently turned off to
progress at all, will need another iteration).
* More confined preconditions.
* More/better invalidation conditions for velocity set for bounce
effects.
* Less fall damage.
* Flag all velocity added due to slime bouncing appropriately.
* Experimental concept for splitting up velocity, likely to be altered /
removed.
* Add a flag for (faked) pvp velocity.
NOTE: Invalidation of past entries has been deactivated to progress on detecting the stupid past bouncing at all. This will need another iteration.
Lots of issues remain, but vertical push/bounce with pistons is much
improved. Still there are show stoppers (false positives remain, as well
as occasional fall damage).
Use same/similar entry points, like static/classic bounce checking in
MovingListener. SurvivalFly still keeps one exception with the
after-failure Y_POS block move check.
Also check: https://github.com/NoCheatPlus/Issues/issues/5
There are typical cases to cover:
* Extra falling height.
* Fall damage where a slime block had been.
Thus adding a specialized method for bounce (just foot position) instead
of using the full bounds would be better, preferably just check within
the MovingListener (set bounce / adjust velocity there).