Issues
- 1
CachedWorld.REGION_MAX appears to be twice what it should be?
#73 opened by leijurv - 1
Cache chunk's surface block types
#71 opened by oldgalileo - 1
Better path start detection
#70 opened by leijurv - 2
Remove screen flipping on MovementFall
#69 opened by leijurv - 1
It slides out of control when cornering on ice
#68 opened by leijurv - 1
Lazy chunk loading
#67 opened by leijurv - 2
Fix double forward skip behavior on MovementDescend to MovementTraverse
#65 opened by leijurv - 0
More testing of vines and ladders
#64 opened by leijurv - 0
Parkour
#63 opened by leijurv - 0
Reintroduce old GoalBlock behavior of prioritizing XZ over Y while far away
#62 opened by leijurv - 0
Treat upside down slabs and double slabs and upside down stairs as normal blocks
#61 opened by leijurv - 1
When attempting to place a block, break any breakable blocks in the way
#60 opened by leijurv - 0
Render best path dynamically from A* cost coefficients instead of main selection metric
#59 opened by leijurv - 0
Setting for maximum fall height with no bucket
#58 opened by leijurv - 1
Set a maximum fall height regardless of water bucket
#57 opened by leijurv - 1
Water bucket hotbar vs main inventory check
#56 opened by leijurv - 0
Convert double tick cost to integer centitick / millitick cost
#55 opened by leijurv - 0
Add convenience commands for setting the goal
#54 opened by nacgarg - 0
Render the rest of the calculated path beyond static cutoff or chunk cutoff as more transparent
#53 opened by leijurv - 1
Magic Value Optimization
#52 opened by c0nn3r - 0
Obscure ladder bug
#51 opened by leijurv - 0
Improve path safety
#50 opened by leijurv - 0
Adjust goal heuristic based on whether or not sprinting is possible
#49 opened by leijurv - 0
Setting the goal to a specific Y level causes the player's hand to turn white and gray
#48 opened by leijurv - 0
Fences / walls
#47 opened by leijurv - 0
Fence gates
#46 opened by leijurv - 1
moveTowardsBlock should consider moving backwards as well as forwards
#45 opened by leijurv - 0
Splice current and next path tighter
#44 opened by leijurv - 1
Save and quit to title doesn't clear input overrides
#43 opened by leijurv - 0
MovementAscend into double sand bug
#42 opened by leijurv - 1
Revisit canWalkOn / canWalkThrough checks
#41 opened by leijurv - 1
"cancel" control while pathing should result in the path never being executed
#40 opened by leijurv - 0
Avoid triggering pressure plates?
#39 opened by leijurv - 0
Sprint through ascend and descend, if possible
#38 opened by leijurv - 0
Fix block hardness calculation so it doesn't require currentItem
#37 opened by leijurv - 0
Write javadocs for every entry in Settings
#36 opened by leijurv - 6
Trapdoors
#35 opened by leijurv - 4
Automated testing framework
#34 opened by leijurv - 1
Automatically break block while suffocating
#33 opened by leijurv - 2
Standardize on Blocks.FOO.equals(block) vs block instanceof BlockFoo vs block.equals(Blocks.FOO)
#32 opened by leijurv - 1
Automatically disable auto-jump while pathing is active
#31 opened by leijurv - 0
Bot tries to open iron doors by right clicking
#30 opened by leijurv - 1
Replace usages of player().setSprinting(true) with the sprint keybind
#29 opened by leijurv - 0
Falling water bucket placement
#28 opened by leijurv - 1
Path through stronghold iron doors by pressing the button
#27 opened by leijurv - 1
Generate and cache bitmap image of surface
#26 opened by oldgalileo - 0
Render GoalComposite like how it renders GoalBlock and GoalXZ
#25 opened by leijurv - 3
Long distance path ending in ocean causes drowning
#24 opened by leijurv - 0
CalculationContext should include if the player has enough hunger to sprint
#23 opened by leijurv - 0
Chat control to clear goal
#22 opened by leijurv