fn added_collision_boxes(
old_state: BlockStateId,
new_state: BlockStateId,
world: &Arc<World>,
pos: BlockPos,
) -> Vec<WorldAabb> ⓘfn added_collision_boxes(
old_state: BlockStateId,
new_state: BlockStateId,
world: &Arc<World>,
pos: BlockPos,
) -> Vec<WorldAabb> ⓘ