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- Rewrite solid system to use reactive crossing detection (prevPos comparison) instead of prediction-based teleportation that caused client rubber-banding - Reduce knockback force (0.06 multiplier) so it pushes without fully blocking - Add client-side solid prediction for smooth movement blocking (local player only) - Fix dome melee from inside: canBeCollidedWith returns false when player is inside - Fix dome melee from outside: getCollisionBorderSize set to 0 to prevent raycast from returning far exit point beyond reach distance - Clean up dome bounding box: use setPosition/updateBoundingBox instead of custom setSize Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>