I finally managed to get the client-side speculative lighting updates working after a few days of trying to make sense of some bizarre behaviour which turned out to be a long-standing bug. This probably explains why sometimes things temporarily glitch backward during inventory transfers or crafts, and should now be resolved.
However, now I am looking into updating the physics related to how falling through water works and I think I have something reasonable but this was a tedious slog since so much of the movement logic is ugly and just feels wrong. That comes from it being an older part of the code-base which has been re-written multiple times, under totally different designs, but part of that feeling is also related to the current design for how to manage movement, in general.
It means that I really need to do a complete re-thinking of the entity movement and physics model once work on OctoberProject 2.0 gets started. I think that will mark the 4th time I have re-designed that part of the system and I am still not sure how I want to do it. I also want to keep in mind how I might fast-path movement around the system so that things like fast-paced PvP combat would work well (as that probably isn't a great experience within the current design - going through the entire 50ms/tick game logic).
After this viscosity/drag consideration, there is a bug with "stuttering when touching the ground" which I want to investigate before getting down to the simpler odds-and-ends required for this release candidate (just some audio additions and model fixes, etc).
Work on 2.0 will definitely be large so hopefully ground can be broken there before the end of the year,
Jeff.