When crouching at the edge of a block, the player still has their velocity. It slowly slows down until it reachs a threshold that simply sets their velocity to 0 if it's "basically" 0. This means that, if you have a lot of speed and crouch at the edge of ice, you have to wait roughly 3-4 seconds without pressing anything except crouch before safely uncrouching.
This can be extremely annoying for a lot of people with parkour that uses ice, since having to wait 3-4 seconds feels like a really long time in a lot of cases.
Steps to reproduce:
Place a line of ice, gather speed on it then only hold crouch once you reach the end, then uncrouch once you're fully at the edge.
Expected Result
Your velocity in that direction should be set to 0, and should stay on the block.
Actual Result
You fall off since you still had "hidden" speed, requiring you to stay crouched for ~3s to stay on the block.
Suggested Fix
When you see that the player did not move on an axis in the previous tick even if they were supposed to, set their velocity of that axis to 0. This would remove the need for the threshold logic entirely (which itself still causes some issues in 25w02a).
(Note1: this still applies to all edges, but ice is the most obvious one)
(Note2: I am aware that this is a duplicate to MC-262318, but I feel like this is worth reporting due to the recent changes in how the velocity threshold works and the movement changes in 25w02a.)
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Can confirm.