Sodium

Sodium

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X-Ray walls at high coordinates

NeunEinser opened this issue ยท 0 comments

commented

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

  1. /tp @s 20000004 64 0.0
  2. (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.
  3. /fill 19999999 47 -1 20000003 64 16 stone - This can be any opaque block
  4. (Optional) You can remove the corners of the floating structure for minimal repro
  5. /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

2023-03-18_08 42 49
2023-03-18_08 16 30

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.