New changes have made it so, that entities interact with Blocks (e.g an Arrow destroying a powdered snow, or an entity getting stuck in an cobweb), if they fly through an Block, even if they are going fast, by checking blocks in a vector from start to end
However the collision detection still takes an axis aproach, in which they calculate the collision axis by axis.
This causes entities to interact with blocks they physically cant touch
for example arrows being able to destroy powdered snow through solid blocks, or TNT getting stuck in cobwebs that are also encased in solid blocks
Here are two examples of the bug in action
https://streamable.com/0ffaxb
https://streamable.com/0nw497
[media]
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The Green lines show how the collision is calculated
The yellow line shows how "blockinside" (such as cobwebs) are checked
at higher speeds there is a large difference between the blocks they interact, thus causing said issue
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I believe intended behaviour should be, that either the blockinside calculation respects the current collision (green path) order, or that the collision also check collision in the direct (yellow) path
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