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@Chasteful
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When postMove=false, doPlacement runs at the start of the tick, but serverRotation hasn’t updated yet because the movement packet hasn’t been sent, so the check fails using the old rotation.

When postMove=false, doPlacement runs at the start of the tick, but serverRotation hasn’t updated yet because the movement packet hasn’t been sent, so the check fails using the old rotation.
@Chasteful Chasteful changed the title fix(BlockPlacer):not work with some times or cooldown = 0 fix(BlockPlacer):not work with some times Oct 28, 2025
@Chasteful
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Remove this override won’t cause any other bugs. In fact, if you don’t delete it, the BlockPlacer can act super sluggish when its cooldown = 0, also only rotate to the target but not place the block.

@ccetl
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ccetl commented Oct 29, 2025

I don't think removing the raycast check, range check and constructing the interaction result with the ideal rotation after a rotation atempt is a good idea. (That are the effects of the code change)

@Chasteful Chasteful marked this pull request as draft October 31, 2025 04:16
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2 participants