#1.19.50.20
1 messages · Page 1 of 1 (latest)
gud
second
third
Spectator is now technically in stable 🎉
Nice
🎉
Fixed an issue where hasItem wouldn't correctly detect an item with a data value if hasItem wasn't provided a data value (MCPE-162460)
for so long guys
Finally, the hasitem
The screen changes when you swim in mud?
Entity
- Removed function runCommand. Consider runCommandAsync as an alternative
Dimension
- Removed function runCommand. Consider runCommandAsync as an alternative
``` I didn't ready for this
seems interesting
also this was relealy anoying
Added server property 'enable-lan-visibility' to disable the explicit LAN discovery by clients. This will prevent unexpected port conflicts when running multiple dedicated servers on a single host. Clarified port use in server logs and made error messaging more clear (BDS-1094)
I just finished going through all the entities and adding in runCommand 😢
what? wdym?
If you have been keeping up with gametest you should have known they were removing runCommand—everyone was talking about it
ya
Yeah, but I didn't think they would remove it so quick
Wait, what did you think it was then, lol
Spectators cannot open their inventory or interact with block UIs like chests
They can't open chests?
Does it have a completely different format?
no
They're all just tellraw commands for the most part
It is functionally different ... if you were relying on synchronous behavior for it then that will need to be redesigned
commands are slo so use world.tell if u using tellraw
are slow in script
bc they are parsed at the runtime
runCommand('tag @s add foo')
<testing for tag 'foo'>
player.addTag("foo")
set score too
Just an example
I'll probably ask about that in scripting later today then 😔
no but i prefer to use async at all
what makes async better
learn it its very powerful
It should be more performant
Not blocked game?
no
can't find the documentation for runCommandAsync
nvm
got it
Just the same as runCommand but asynchronously
So they no longer rest in the air?
sad i dont think we can increase player velocity with spectator mode in bedrock edition (java parity)
1.19.50?
There's another low-level change in today's Preview around Actor ticks and timelines. If any of you play with cross-actor command firing and see anything odd/broken, let me know!
Better start breeding more speedy horses before this reaches stable
oh no!
Speed horse my beloved. 🐴
oh no
🥲
My friend always made those
he lost his first one because he got off the horse on accident and it zoomed to who knows where instantly
nvm pretty sure my world has those duped all the time, like 50,000
https://bugs.mojang.com/ is down
But good news. Piston animations are now smooth again!
R.I.P Speed Horse
Didnt they fix that in an earlier version?
Different thing I think.
The blocks themselves were still snapping to the block grid.
Good to know, thanks. I am interested to learn more about what this entails
they're still blocky, what do you mean?
they are?
😏
i mean it says in the changelog it should be smooth, unless if i misinterpret that?
I believe that note in the changelog was specifically about the animation
There is no such thing as smooth pistons
but in java, they have it - why wont us
I speedran updating minecraft 1.19.50 beta, it took 25 minutes
yep. they're still not as smooth as i hoped they would be
That's just a picture...
that is definitely blocky
spectator mode is great tho
i mean yes, im just showing that i've tested it. unless if you want footage, you could've just told me - dont be shy!
😳
updating right now so I can see several hundred errors with scripting
footage please
so, what ya think about spectator being out of the experimetns?
Preview isn't available for me yet so I can't test.
i personally think this is going to set up to something big
yeah, windows version tends to get in longer than iOS and Android
Thats not smooth
i gotta say they did improve it, at least it doesnt look as glitchy now
at least there's no horrible flashing
I know it's preview but, where's the beta info at the top?
yeah ^
What did it look like before?
eh im not sure either. i just loaded the preview
look the window is right here
it was flashing
Yeah, it would flash.
oh nvm i have this pack enabled lol
Ah lol
Wait a minute you have the preview on Windows already. Why won't it show for me? 🥲
Check the store or Xbox app for an update
the last time i heard of an rtx changelog was that they reverted the change of allowing RTX on next-gen consoles
i still remember that
don't think that was ever mentioned in the actual changelog tbh
well yeah that was accidentally added
we did however raise the RTX issue that are present right now, alongside with the silent's video to mojang
crash crash crash
well hopefully they expand it to next-gen consoles eventually. but thats a different topic now.
clearly ur card is not good enough
They'd have to first make rtx packs accesible on next gen consoles.
would you consider getting the new 4000 rtx series
select payment method
Kidney
discord
Using the '/enchant' command to apply the same level of enchantment no longer results in a higher level being applied
Nice! I actually noticed that one. Glad it was fixed.
Fixed an issue where an entity at coordinate 0,0,0 prevented Pressure Plates from being placed
don't think they're planning it to add to next gen consoles, but the main focus now is to keep raising awareness and the issue right now
for RTX, because there is a lot of them and since i don't have rtx, i definitely needed someone to support
Fixed an issue where an entity at coordinate 0,0,0 prevented Pressure Plates from being placed
i think they should also prevent herobrine from spawning in this coordinate
i swear that 0,0,0 probably has some more undiscovered bugs
and quirks that only happen at that location
it's best if someone would be willing to do some rigorous test
but i'm just best at finding parity issues, not other stuff that would take ages to test out :/
Java had some odd stuff with 0,0,0
Hey I just tested the pistons, and the block animations are smooth. There's just one problem now. Ghost blocks.
I'll record a slow mo video.
are block animations a problem in bedrock?
yes sometimes they just flash and glitch
I need a comparison video, let me see if I notice anything new
I haven't used a piston in probably 8 months
oh yes
that is indeed smooth
there is a problem indeed
Here's the slow mo.
Wow, this fixes so many random issues I had in the game.
So it's smooth. The game just didn't get rid of the real block in time.
i think that is worth being reported in the bug tracker, i can confirm it!
The fake block (moving block) is moving along with the piston as it should. But the real block doesn't get removed in a timely manner.
Who's gonna do it? I wouldn't want too many duplicate reports being made simultaneously.
there is another bug with it that hsould be reported
Oh right! I noticed that when attempting to look back at the piston bug.
the same jittering can appear with mobs
and players have an even weirder interaction
pretty sure i do notice player jittering on multiplayer a lot
players get shifted to the side of the piston
idk why they haven't noticed it
and then get shifted back infront
How's performance this build?
Weird. When I tested it with an armour stand, the jitter only happens once, then it's smooth sailing for the remainder of the armour stand's existence..
and i obviously can't do it myself, but at least this beta isn't too big, it's small at best
spectator is just moved outside the experiments and some bits of changes
you have to be off-center from the front of the piston
Idk if this was already a thing with pistons though, let me check in stable
No, it's still smooth for me. :/
it's smooth, yeah, just not timely to be really match up
it's an issue in stable as well
It only looks jittery when I'm being indirectly moved by a moving block, but being pushed by the piston itself is as smooth as it gets.
might be an oversight while doing the coding, it's pretty hard to notice until you go deep into it
anyway, i want to go to bed now, so cya
Add-Ons
Moved query.is_spectator out of experimental and integrated it heavily into the player client entity and its render controllers
Localization Observations
options.creativeDelayedBlockBreaking=Delayed Block Breaking (Creative Only)
structure_block.import=Import
structure_block.import.successful=Structure Imported!
structure_block.import.failed=Structure Import FAILED!
structure_block.importFileTitle=Import Structure
structure_block.importFailedTitle=Import Failed
structure_block.importFailedDescription=We failed to import the structure.
structure_block.importProgressTitle=Importing Your Structure
I don't know why, but I find this clip satisfying.
Some fun assets. Agnes is ready to go.
Weren't those already in 1.19.31?
If they were, I didn't observe them derived from Mojang's new repository for packs.
But it's very possible.
Or you didn't see the Mob vote button yet.
I haven't gotten to do virtually anything but develop stuff these last two weeks.
ok, going back lol, 1.19.31 already had that btw
The asset in fact not get used on Beta
Oh wait, they fully modeled and built that scene in-game? For the voting server I presume
That is actually really cool
i think that might be the case, if the server doesn't fall apart that is
So, was structure importing and creative block breaking delay already present somewhere?
Fingers crossed. 🤞
Tomorrow is the day
I actually don't even know if those are implemented.
breaking delay is back now
for touch controls
Yeah, I'd assumed so. It was removed?
Some people didn't like it, so they made a toggle for it.
no, it wasn't removed, it just added now
that translation has been there since like the first .40 beta
i fukin hate delay like who the heck thought its great
you can turn it off, it's to prevent accidental breaking
It can help prevent accidental block breaking, so when you look at it that way...
from my mobile exp it sux ngl
Ok, feel free to disable it then. It's not for everyone.
well, accidental block breaking isn't something you can ignore, and also you can turn it off anyway
how
it's a toggle
i cant see in .40
it's in .50
1.19.50
bruh
Haven't paid attention to the changelog I see. 😉
we're talking about .50 the whole time
what u expect with my 100kb speed net xd
the breaking delay only applies on creative
You're typing and responding to us aren't you?
loading up the changelog isn't that hard as loading up a server
chat uses less net
quite offtopic but i never closed discord lmao
but thx they added toggle
Hmm… I'm going to need to adjust my system then. It's been kinda a wreck this first week with the new GitHub repository.
Overall, a pretty solid beta
Structure import would've been huge to me… years ago. Now I have automated behavior pack deployments set up. It still sounds good at least.
it's experimental for a reason soooo
The big change due that is the removal of .statusMessage imo. Can’t really get the output of commands anymore
That's basically what I'm doing too.
I mean when you really think about it, we really shouldn't rely on some sort of text output for reliable results, so I can see why they'd remove that.
There’s just a bunch of commands that should get their own methods.
#1028253239956734022
Yes; that's what I'm waiting on.
It seems we are in the grey zone where one method was removed and an alternative is not there to take its place.
How can you make this kind of redirect to a other server?
#1028253239956734022
Copy the ID if the channel and do <#ID>
with the <>
#991413145535000626
Ohh
#off-topic probably best to practice there
The development valley. Where we dip then rise again.
why all mc updates are 500+ mb on android now
Music
but if i downloaded full game it should use old files like before why the it downloads everything from scratch
it was not like this before
no apps do this
i also noticed that the apk size is now 7mb if u extract it
Isnt it a bundle?
Look inside it
Thats just the base apk
Everything is mostly empty
There are other apks for some of the xbox related images, game assets and lib files
anyway the point is why it doesnt use old files which is not updated
Added null ptr check when retrieving actor ref in CameraAPI to prevent crashing
Anyone knows what that means?
discord uses websockets which sends a small amount of data to the server
from my understanding
added null pointer (most common error in cpp) check when getting actor refrerence (as null pointer crashes stuff) inside camera api
What is camera API though
Is it just an accidentally left internal change? Or maybe an upcoming feature
wouldn't be the first lol. But I don't think they mind when those are left in. Someone somewhere external will know what it means and it will be useful to like 2 people so it's worth staying in
MY guess is it relates somehow to the cameras json
makes sense
This was just an accidental changelog item. It's all internal stuff.
Honestly, if null pointers are a common error in your code, you're probably doing something wrong. You shouldn't be using raw pointers anyway (they're fine for some stuff, but references may be a better choice).
I can see that being common in C, but not C++.
it just happens when you try to dereference a pointer that is null (0)
imagine someone pointing at an object that isn't there and then u getting all confused
Should be (void*)0, but yes.
I'll let our engineering directors know you disapprove
Like it's probably fine, but the language as a whole is moving away from that. The MSVC team should know.
I think the only time I actually need to use raw pointers is when designing custom data structures that manage a resource. It's not necessary, but I like the control. Otherwise, smart pointers are nice to use if I really need a pointer.
Well, considering that they're most likely interacting with C code too, they probably don't have a choice. 😅
First time I've seen this.
is this something for the fabled Minecraft Movie?
I have no idea. I had to fix my skin since updating always resets it and that popped up.
They should be able to view what’s in the chest like java, strange
It's also missing the entire spectator UI from Java too.
And scrolling the mouse wheel should increase/decrease the spectator mode flying speed like it does on Java.
I think this is meant to be like a barebones version of what Java has (spectate entities, quick tp to players, etc...)
Then they add more later on.
I hope. I use the scrolling feature to change the flying speed all the time and it's weird not having it.
Now that I mention it, what would be the cross-platform friendly way of changing speed?
Maybe a slider for touch?
Scroll wheel moves up or down the hotbar. Perhaps the slot buttons increase or decrease speed on console
Touch would probably need some kind of slider though yeah
These are the kinds of things that need some user feeedback and design iterations before implementing. 😄
We still need that gamemode quick swicher and F3 + N too. Obviously those aren't crossplatform friendly.
Now that you mention it, something like that could be added to the quick commands section in chat.
Would definitely be quicker than typing out the commands. Huh.
this isn't new iirc i saw like in last preview
What did you expect to see? Adding the Aether biome?
Spectator is coming out of experimental,
More breaking gametest changes,
Piston fixes,
What more could you want?
It's a hotfix currently in the early stages of the development cycle
I'd hate to hear your take on builds towards the end of the development cycle
I love this minor update. So many good fixes.
It's amazing how heavily small issues weigh on things. There are tons of them, and their weight collectively is usually felt more than larger bugs. Killing off small bugs and adding small refinements is great for these minor updates.
This is such a good fixing things update
Agreed, I call this the LOVE update
Love and hugs update?!?
New update
Sad that they removed runCommand, but ohwell im now used to runCommandAsync \o/
theres loads of fixes, very cool
wow hasitem data is fixed
I think at this point in MC's lifecycle as a game Polish > Big New Features honestly
the core of the game has been etched in stone for years, making that experience go smoothly as possible is key i think
The new delayed block breaking toggle for the new touch controls reminds me of the old mcpe creative controls
Thank you!
bruh i think we got also some performance increase in the Preview/beta
Is it noticeable during normal gameplay?
Idk
Rip drugged horses, gonna miss that bug
My friend always made that one of his goals
wow, thats awesome
oh thats kinda dumb
me who has all experimental togges plus edu edition toggle turned on in my world in my survival world
Ive done that with my creative world
Bruh, I have my old flat world and has like all turned on, including old 1.17 exp feature
I remember copying over the tutorial world from the console edition pre aquatic update
Remember how glitchy the aquatic update was on bedrock?
The trident throwing animations...
im planning on also having the wardens experiment turned on once I update to 18.30
are there any game breaking bugs related to it?
im taking my time collecting all illegal items i can
oh
im looking forward to maxing out my alt's level using the furnace xp bug on 18.30
it's funny how polls in this channel gets abandoned so easily
