- Remove all velocityChanged=true flags from mount movement code
(NPCMountUtil, EntityNPCInterface, EntityNPCFlying)
- Make performMountedMovement physics server-side only like vanilla horse
- Remove syncMountedRiderVelocity method that forced rider velocity packets
- Fix ground movement to not reset motionY every tick
- Let Minecraft's entity tracker handle position sync naturally
The jitter was caused by S12PacketEntityVelocity being sent every tick,
which constantly reset client interpolation. Vanilla horses/boats never
set velocityChanged and rely on the entity tracker for smooth sync.
-Fixed pathfinder running into lava & water when it shouldn't.
FlyPathFinder:
-Simplified nodeTypeToOffset switch statement, removed unused function, and made air always return an open path node type.
EntityNPCInterface:
-Fixed "In Air" drowning type. Breathes underwater now.
EntityNPCFlying:
-Fixed NPCs still using flight movement when not being able to breathe.
ICustomNpc:
-Added canBreathe() function
Flying NPCs:
-Pathfinding has a cooldown to decrease the amount of times they create a new path.
-Fly height limit implemented using getTopSolidOrLiquidBlock instead of iterating through blocks below the NPC.
Flying NPC's get knocked back properly, and their vertical speed has been increased.
Flying NPC's vertical flying speed can be changed by npc.setFlySpeed(double speed) from ScriptNpc.
Added a ton of code regarding Flying doesn't work correctly. Please Uncomment them by searching for
Comment: // Fly Change
Fixed Hidden Parts not Saving