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MC-167047

Casting issue: TNT blocks ignited by other explosions lose precision at high coordinates

discovered while testing the fix to MC-125638.

Since the code that primes TNT from other explosions is different from the code that primes it from held items, TNT primed from other explosions is still subject to high coordinate precision loss in this case.

This is best tested when greater than 16,777,216 blocks out on both axes, so being 20 million blocks out should suffice. This issue is without a doubt due to incorrectly casting to a 32-bit float from an integer or double, resulting in numerical precision being lost. This can be fixed by simply not casting to a float, which eliminates any chance of losing any precision.

Related tickets: MC-182789

Linked issues

MC-76810 Casting issue: Bone meal particles break at high coordinates (floating point precision) Resolved MC-125638 Ignited TNT block create entity offset at high coordinates Resolved MC-161969 Casting issue: Adding ender eyes to end portal frames at high distances causes particles to lose precision Resolved MC-164352 Casting issue: Snow animation becomes stretched when being very high above the ground Open MC-167046 Casting issue: Lava ember particles and lava popping sounds lose precision on creation at high coordinates Resolved

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muzikbike

Erik Broes

Confirmed

Low

Entities, Networking

precision-loss

1.14.4, 1.15 Pre-release 4, 1.15 Pre-release 5, 1.15 Pre-release 6, 1.15 Pre-release 7, , 20w18a, 20w19a, 20w20a, 20w21a, 20w22a

1.16 Pre-release 1

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