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Fix hanging entity obstruction break cause - #197

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windcolor-dev merged 7 commits into
Wind-Development:masterfrom
xii69:fix/hanging-obstruction-cause
Oct 15, 2026
Merged

windcolor-dev merged 7 commits into
Wind-Development:masterfrom
xii69:fix/hanging-obstruction-cause

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@xii69

@xii69 xii69 commented Oct 13, 2026

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What was wrong

When a frame/painting couldn’t survive, we decided “obstruction vs physics” by checking a single block at the entity origin. Big paintings (or partial overlaps) can have air at the origin but still intersect solid cubes — so plugins often saw PHYSICS instead of OBSTRUCTION.

What this changes

Use the same full bounding-box cube check that survives() already uses to decide obstruction, via HangingBreakCauses. Placement rules themselves are unchanged; only the break cause gets accurate when the hanging is already invalid.

Why this is needed

Wrong break cause changes how plugins react (some only cancel certain causes). Aligning cause with the real survival check avoids frames/paintings behaving inconsistently when clipped into blocks.

Testing

HangingBreakCausesTest 5/5; server suite green; package OK.

cursoragent and others added 5 commits October 13, 2026 18:58
Classify HangingBreakEvent as OBSTRUCTION from full-BB getCubes
collision instead of a single BlockPosition air sample, which missed
large paintings and partial overlaps. Valid placements unchanged.

Co-authored-by: xii69 <xii69@yahoo.com>
Co-authored-by: xii69 <xii69@yahoo.com>
@cursor
cursor Bot force-pushed the fix/hanging-obstruction-cause branch from 54d1193 to 02ab84a Compare October 14, 2026 21:11
@windcolor-dev

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Looks good, thank you @xii69 and @kalibrieren

@windcolor-dev
windcolor-dev merged commit 0661c48 into Wind-Development:master Oct 15, 2026
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4 participants