X-Ray walls at high coordinates
NeunEinser opened this issue ยท 0 comments
Version information
mc1.19.4-0.4.10+build.24
Expected Behavior
All blocks should always stay opaque no matter the distance from the world's origin.
Actual Behavior
At high coordinates, block faces may no render when they are part of a completely filled wall for the remainder of the chunk section including the first block outside of the chunk section
Reproduction Steps
/tp @s 20000004 64 0.0
- (Optional, just for minimal repro. These blocks can be anything) Fill the entire area from 19999984 32 -16 to 20000031 64 31 with air. In vanilla with default gamerules you will need multiple fill commands. This is to illustrate that none of these blocks are needed for the repro.
/fill 19999999 47 -1 20000003 64 16 stone
- This can be any opaque block- (Optional) You can remove the corners of the floating structure for minimal repro
/tp @s 20000004.30 61.00 9.56 -986.84 12.85
(if you skipped step 2 you may need to break blocks in the column you teleported to)
Java version
Java 17.0.4 (64 bit)
CPU
Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz
GPU
AMD Radeon (TM) R9 380 Series
Additional information
Other mods:
- Lithium mc1.19.4-0.11.1
- Phosphor mc1.19.x-0.8.1
Video: https://youtu.be/vSGk5jf7MvQ
This bug is bad for vanilla minigames that require a random spawn point. For these games, you typically spawn the player at random coordinates to provide a random spawn.
This affects a map that I am making called Fetchr. It is a timed game where you try to collect certain items. This bug can lead to unfair advantages when using Sodium.