bb6d1f2aaa2bfcde51dcc1aa2f05e64076f41350
The epsilon used was in the opposite direction, which would cause the getCollisions method to incorrectly return it for when players were exactly on the border but not colliding. To bring it in-line with the rest of the collision code, the collision must be into the border by +EPSILON. Additionally, move the setReadTimeoutHook in the server list ping patch to a client-side mixin so it does not load in the dedicated server causing a crash.
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