Hiya, I'm one of the testers that has known about this for months... and some people are confusing a few separate issues.
For a start there is the weird
"portal displacement" bug that was known for a week or so, but we could never figure out how to fix it, release went ahead regardless. It happens randomly, best thing to do is just restart the client until the portal works for now; there are also some probably related bugs to do with random teleporting; my guesses are this could be a bug in cs, as I get similar things in walktest; or it could be a bug in the map exporter, or it could be ps's usage of cs.
Then the strange
"dwarf ghosting, client message mixup", the invisible NPCs, this somehow slipped through testing, sorry
The dwarf bug does not seem to happen on svn test servers. My opinion is that these are almost certainly not related to the redone movement system, more likely to do with the network handling code or other server side type stuff... Khaki did a lot of reworking of the net stuff, it's most likely the main reason for less 'lag'.
A few crashes related to buggy art; some crashes from meshes getting invalid positions somehow, maybe a dev made a little mistake...
Then there is the infinite steep climb bug that was fixed, there's no way the devs will put that back in, it's not realistic, similar things have been removed before and not put back... you could walk up walls for goodness sake
Then there is what I think is a valid issue, that jump height is less; and collision against edges is a little more 'sticky' than previous... from my testing there are a bunch of situations that don't get you stuck so much any more, but there seems to be a situation that you get stuck easier (against near vertical slopes).
There is already a report opened.As to the "can't jump off slopes" thing, I'm not seeing it, I just started my server to test; the only times I can't jump from a slope are when I can't get any further on a very steep slope, just turn around and I can jump a fair distance. You may be feeling the effects of the old bug,
FS#205.
I asked the dev about the jump height, he said that's the way he intended it. And no, it wasn't some new guy going in and messing it all up, it's the same person that's always done it, as far as I know... The current movement system is not as "flexible" for exploring, and I miss that too; but all things considered I think there are more good things than bad things with the latest changes.
He wasn't trying to spoil all your fun; I think he spent weeks on it... and it can get complicated. When trying to fix it, you have to get an idea of how it should be in your head, and plan the code to suit; maybe it works well, maybe you missed a few things. When trying to do it the right way, you can't leave in all this old crap that doesn't fit with the new system; maybe it did have a nice side effect that a lot of players liked, but if you leave all the tricky little bugs in, it will eventually be a horrible crash causing un-debuggable mess, and PlaneShift 1.0 will never be released.
Remember, I'm not one of 'them' against you, I liked the climb 'feature' too, and was a bit disappointed when it went... I've just had a few months to get used to it being gone (and btw I think I was the first to find out how to do it, I remember finding it with svn trunk a few days after the commit that introduced it, and I had to tell the other testers how, nah nah bragging rights
)