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Apply fall damage even after a block-hop
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@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Default audio volume should be less likely to destroy ear drums
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- Creatures flee less quickly when low on health
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- All `/build_area_*` commands have been renamed to `/area_*`, and you will have to pass an additional area type
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- Collision damage can now be applied in horizontal axes, in addition to the vertical axis
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### Removed
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@ -1638,7 +1638,11 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
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} {
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// ...block-hop!
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pos.0.z = pos.0.z.max(block_aabb.max.z);
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// Apply fall damage, in the vertical axis, and correct velocity
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land_on_ground(entity, *vel, Vec3::unit_z());
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vel.0.z = vel.0.z.max(0.0);
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// Push the character on to the block very slightly
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// to avoid jitter due to imprecision
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if (vel.0 * resolve_dir).xy().magnitude_squared() < 1.0_f32.powi(2) {
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@ -603,7 +603,7 @@ pub fn handle_land_on_ground(
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) {
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let ecs = server.state.ecs();
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// HACK: Certain ability movements currently take up above the fall damage
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// HACK: Certain ability movements currently take us above the fall damage
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// threshold in the horizontal axis. This factor dampens velocity in the
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// horizontal axis when applying fall damage.
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let horizontal_damp = 0.5
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