Problem with ground detection after hero:unfreeze()
If we script a jump while the hero is frozen and then we unfreeze, the hero does not fall on holes if the jump finishes above a hole (only the falling sound is played), the hero can walk over a small rectangle without falling. I am using this to script the boots + feather combined ability, where I need to freeze the hero to keep the direction. I do not have this problem if I do not freeze the hero, which was the case of my scripted feather, where I do not freeze the hero. In both scripts (the feather script, and the one of the long jump that combines boots + feather) I use a custom entity with solid ground under the hero to allow him not to fall on bad grounds, and this entity is removed when the jump ends; this custom entity is probably related to that small rectangle where the hero can walk after the jump, even if the jump ends over a hole, and this problem disappears if the hero is not frozen as I said before.
I suspect that either the ground is not being updated when the hero is unfrozen or something like that, if this is related to the modified ground of the custom entity. Or maybe I am wrong and this is not related to that custom entity, but in any case there is some problem with the detection of the ground after unfreezing the hero.
I can send you my data if you need it to test this possible bug.