In addition to this, when the player jumps when standing on a flying machine they will be pulled back to their previous location when trying to jump, this is not always the case more like a 1/5 chance. I can imagine this happening when moving exactly when one of the two movement ticks occur. I originally thought this was related to desync issues with the server having a different location than the client, but the movement of the piston canceling player motion doesn’t sound improbable. Should I add this to the bug report or do you think this is unlikely to be related?
Affects 1.19.51
And this is also a problem with custom blocks with "material_instances" set to "blend"
I personally wouldn’t consider this a bug. The chest only become a double chest when they are next to each other in the source location.
When you clone the chests from 2 different location not next to each other they will not attach until the game is reloaded. This could be considered a bug. Never the less I have to say cloning double chest in one way or another is extremely buggy.
i have had trouble with them crashing like explained in MCPE-98511
Tho someone said it’s fixed in one of the latest betas.
I have a few cases to add, I assume they have the same reason:
with gaining damage when jumping over a void gap in the end.
having commandblocks trigger when the client side is still on top of a parkour buy the server side detects te player on the ground (with commandblocks in this case. For some reason it also happens instantaneous even if the player is many blocks above the location it’s detected. So I conclude the player isn’t falling down due to no input from the client side. But something else is actually happening.
also a levitation commandblock giving the effect to all players directly above for example a diamond block is a great way to see this issue. Because the client side will sometimes gain the effect when in midair.
jumping over a lava ravine or building or parkouring in the nether and randomly getting firedamage.
I did not yet encounter the same issue on the x and z axis. But I really hope it will be fixed. I had to add delays of 10 ticks to all the death detect systems of my minigames to fix this. And in survival it gives many issues.
I have seen no cases of dying of falldamage btw what makes it more likely the player isn’t just left out of control where it was when the delay occurred.
(the glitch is visually visible on the server side at least)
We might be able to mark yours as additional information to this post, since it’s probably caused by the same issue, also, I never reported the jumping issue seperately in the end.