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@AnttiMK AnttiMK commented Jan 6, 2026

Fixes #13511 by checking whether the world border in question has already been ticked during the current tick.

1.21.11 added some additional lerping logic into WorldBorder.MovingBorderExtent#update(). Virtual (per-player) world borders are ticked by ServerPlayer#tick(), meaning that each player viewing the world border ticks it. In <=1.21.10 this worked fine since there was no logic being done if the lerp was in progress, however, the added logic in .11 causes the server-side lerp speed to multiply based on the amount of players viewing the border.

@AnttiMK AnttiMK requested a review from a team as a code owner January 6, 2026 01:04
@github-project-automation github-project-automation bot moved this to Awaiting review in Paper PR Queue Jan 6, 2026
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Virtual world border size lerping/isInside() is desynced when same border is shown to multiple players

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