This occurs if the player had very high levels of Health Boost or other weird modifications.
It doesn't really make sense to apply damage modifiers to suicide anyway.
Really I'm doubtful that suicide should even be considered a damage type (perhaps we should add an EntitySuicideEvent), but that's a discussion for another time.
suicide damage is a voluntary damage source, which noDamageTicks is intended to prevent getting damaged while the player gets their bearings after (re)spawning.
fixes#5810
probably fixes#4986#5810 was caused by the workaround for #4394, which broke in 1.20 for reasons I'm still unclear on.
As FLAG_TELEPORT does not work at all for non-player entities, and causes bugs with player entities, sending the teleport movement without the flag is the least buggy way to solve all of these issues. Having the client interpolate teleport movements is not ideal, but there doesn't seem to be a way to reliably prevent it without causing even more bugs, so this will have to do.
this information will allow us to correct for any bugs introduced by past versions.
however, we still need to propagate this information to permit actually using it when loading data.
while I could implement server-side ability to disable entity movement, I don't think that's particularly useful. However, the intended function of this (disabling client sided AI) is useful, so it makes more sense to rename it to match its functionality, rather than changing its functionality to match the name.
closes#3130
there's a bunch of places we can't reach with this right now:
- particles
- sounds
- tile NBT
- entity metadata
- crafting data cache
- chunk encoding
- world block update encoding
this is a work in progress, but ultimately we want to get rid of these singletons entirely.
closes#5645
the code for this is borrowed from ItemEntity. I didn't feel like a base class was appropriate, and we can't (yet) declare constants in traits.
since item merging is a potential hotspot, we want to know if this code section is a performance problem.
Current timers only tell us whether overall ticking of a particular entity is slow, but that includes movement and therefore isn't particularly helpful.