Issues
- 4
Strange break/place bug
#150 opened by leijurv - 4
Post-process sprintable Ascends in PathExecutor
#149 opened by leijurv - 4
Add actions linked with sign interaction
#148 opened by ZeroMemes - 0
Continue walking forward while mining?
#147 opened by leijurv - 0
The direction of the momentum of your jump is determined by your freeLook direction not the Movement look direction
#146 opened by leijurv - 0
CachedWorld.getOrCreateRegion could cause a ConcurrentModificationException with BlockStateInterface.get
#145 opened by leijurv - 2
3-block parkour at 90° only works consistently when freeLook is off?
#144 opened by leijurv - 0
While scanning the world, use the tile entity shortcut
#143 opened by leijurv - 3
generateMovementFallOrDescend then MovementFall.calculateCost checks all the blocks to fall through twice
#138 opened by leijurv - 0
Allow breaking blocks directly above water?
#137 opened by leijurv - 0
If you calculate a path while standing in water or on a ladder, all break costs will be 5x higher
#136 opened by leijurv - 2
Possible ordering issue in WorldScanner
#135 opened by leijurv - 1
Random hangs on save and quit to title
#134 opened by leijurv - 1
Mining blocks while on a ladder or vine fails
#133 opened by leijurv - 1
While executing a path that ascends stairs, it jumps when it doesn't need to
#131 opened by leijurv - 0
Pathing should be disallowed in creative mode
#130 opened by leijurv - 2
Falling into water that's 3 or more blocks deep and not immediately adjacent to land with a bucket on your hotbar causes drowning
#129 opened by leijurv - 1
Race condition with setting currentItem to calculate break cost
#128 opened by leijurv - 2
Glitches with simulated breaking
#127 opened by leijurv - 0
Intermittent movement failure
#124 opened by leijurv - 1
Water bucket fall too unreliable
#123 opened by leijurv - 1
Plan segment after next if the ticks remaining in current plus the total duration of next is less than 5 seconds
#122 opened by leijurv - 0
Consolidate LookBehaviorUtils.rayTraceTowards and RayTraceUtils.simulateRayTrace
#121 opened by leijurv - 0
Integrate soul sand sprint cost
#120 opened by leijurv - 0
Consider replacing the 5 block minimum with a different chunk minimum
#119 opened by leijurv - 7
Soul Sand frontplace issue
#118 opened by leijurv - 1
Intermittently, it keeps going back and forth in a portal while trying to get through it
#117 opened by leijurv - 0
Add an option to goto ender_chest that doesn't require actually pathing *into* it
#116 opened by leijurv - 4
Gets stuck temporarily while jumping over 1 block barriers
#115 opened by leijurv - 4
Backtrack cost favoring cause oscillation
#114 opened by leijurv - 1
Cache chunk in BlockStateInterface
#113 opened by leijurv - 8
Schematic building
#112 opened by leijurv - 0
Replace Math.X functions with MathHelper.X functions
#111 opened by ZeroMemes - 1
Descend followed by a Traverse that needs to sneak backplace can overshoot and fall
#110 opened by leijurv - 1
While it ESC, it places the water bucket only some of the time and never picks it back up
#109 opened by leijurv - 0
currentTimeMillis isn't monotonic, so if you start pathing right before a Daylight Savings Time switchover the timeout will end up being 3604 seconds instead of 4
#108 opened by leijurv - 0
Node map improvement benchmarks
#107 opened by leijurv - 0
Chunk cache check performance
#106 opened by leijurv - 3
When in 1-deep water, walk instead of swim
#105 opened by leijurv - 0
Fix ladder vine check in calculate cost
#104 opened by leijurv - 3
Repack chunks on change
#103 opened by leijurv - 2
A really long bucket fall could trigger "too far away from path for too long"
#102 opened by leijurv - 2
Water speed calc should take into account depth strider
#101 opened by leijurv - 0
(probably more trouble than it's worth) include the slower walking speed through vines in cost calculation
#100 opened by leijurv - 1
Allow scanning for uninteresting blocks in loaded chunks
#99 opened by leijurv - 1
Intermittent recalc after bucket fall
#98 opened by leijurv - 0
Allow MovementFall to break one more block
#97 opened by leijurv - 0
BlockPos is obfuscated to et in chat
#95 opened by leijurv - 0
MovementFall doesn't check the block above the two it's going to mine for sand
#94 opened by leijurv - 0
Detect spawn protection radius automatically for allowBreak
#93 opened by leijurv