Observed: crossing a bridge over water, the World Map sometimes doesn't match the vanilla minimap / in-game click behaviour — occasionally getting "stuck" on the crossing. May partly be a vanilla pathing quirk.
Likely area: bridges are walkable floor tiles on top of water (cm.bridgeFloorTiles, floorHeights/elevatedFloorHeights, texturePlaneFloorTiles). Our rebuildWorldCanvas likely paints/handles the water tile vs the bridge surface differently than the minimap's beginTerrainRebuild (which selects colour from grounds[]/textured/roof, not just tile type). Compare bridge-tile handling between the two; check whether click-to-move destinations land on the bridge surface vs the water beside it.
Logged for tracking — investigate (may be a vanilla client bug). Reported by api.
Observed: crossing a bridge over water, the World Map sometimes doesn't match the vanilla minimap / in-game click behaviour — occasionally getting "stuck" on the crossing. May partly be a vanilla pathing quirk.
Likely area: bridges are walkable floor tiles on top of water (
cm.bridgeFloorTiles,floorHeights/elevatedFloorHeights,texturePlaneFloorTiles). OurrebuildWorldCanvaslikely paints/handles the water tile vs the bridge surface differently than the minimap'sbeginTerrainRebuild(which selects colour fromgrounds[]/textured/roof, not just tile type). Compare bridge-tile handling between the two; check whether click-to-move destinations land on the bridge surface vs the water beside it.Logged for tracking — investigate (may be a vanilla client bug). Reported by api.