* Ignore the player position's changes that are less then 0.001 (threshold). These changes are insignificant and gives us 20-25% of all the PlayerPosition (0x0B) & PlayerPositionRotation (0x0D) packets. Most of them are sent when the player have stopped, but the client still send the position spam to the server. 1. Game camera ignores these changes as well, even if they are being calculated and sent to the server. So we have no rubber banding/bouncing. Tested. 2. If the block size is 1m x 1m x 1m the value of 0.001 is like 1 millimeter. Higher level of a precision is really unnecessary.
* Ignore the player position's changes that are less then 0.001 (threshold). These changes are insignificant and gives us 20-25% of all the PlayerPosition (0x0B) & PlayerPositionRotation (0x0D) packets. Most of them are sent when the player have stopped, but the client still send the position spam to the server.
1. Game camera ignores these changes as well, even if they are being calculated and sent to the server. So we have no rubber banding/bouncing. Tested.
2. If the block size is 1m x 1m x 1m the value of 0.001 is like 1 millimeter. Higher level of a precision is really unnecessary.

chraft/c-raft