#1.20.0.22 - Preview

1 messages Β· Page 2 of 1

languid plaza
#

i just want fov and roll πŸ˜›

lyric quail
#

fow is really annoying when you changing the movement component on the player

glacial jetty
#

Yes

languid plaza
glacial jetty
#

Im genuinely curious...how would replay even work bc replay mod exports a file for you to edit right?

languid plaza
#

it creates images of every frame

#

then we create video out of it

#

thats why its always smooth even if ur pc is trash

#

creating replay for bedrock is impossible cuz we can get and set packets

#

at most we can safe everything api offers and re produce as much as possible

harsh mural
#

Kayla can you ask navi to fix the js eventData.hurtEntity.getComponent("minecraft:health").current or js eventData.damage properties please πŸ™

#

This is a legitamately broken thing that needs to be rectified Con

#

My insanity will not end without it

lyric quail
#

say what is problem btw

harsh mural
#

in Stable js eventData.hurtEntity.getComponent("minecraft:health").current is able to step into the negative values. output message is it's current health in the entityHurt event in 1.19.8# stable.

#

eventData.damage outputs a flat amount based on the tool being used to hit the entity

#

so regardless of the remaining health an entity has, eventData.damage will output the same.

#

In Preview, the .current health property is locked to 0 if the entity were to die

untold elk
#

Shouldn't this belong to bedrock oss

harsh mural
#

This means that there is no longer a method to accurately determine the damage an entity was given

lyric quail
#

ask memcy if he could return negative health values, but idk if thats solution, maybe solution is supporting damage float value in entityHurt right?

lyric quail
harsh mural
#

the solution here is making eventData.damage inherently check for js if (eventData.hurtEntity.getComponent("minecraft:health").current < 0) { eventData.damage += eventData.hurtEntity.getComponent("minecraft:health").current < 0; }

#

I'm in the OSS server but I've never sent a message nor looked at it

#

so I'm not familiar with anything going on there

#

There is no mention of this change in any of the 1.20.0.2# posts either

untold elk
#

Again, there is no way for the game changelog to mention every changes in Script API.

harsh mural
#

Then it's not a full changelog

languid plaza
#

yeah

harsh mural
#

a changelog should represent every change made

#

that's the point of it

languid plaza
#

also in oss's script api channel we discuss api stuff with dev u can tell there for better response

untold elk
harsh mural
#

That's not what I meant. I don't need to know each line of code that was changed or optimized, I need to know how things changed functionally, like the health component no longer being allowed to step into negative values

#

or that a vanilla-data module was added

languid plaza
#

they only seem to log major changes

hoary tendon
lyric quail
#

so its internal MC thing and no API one

harsh mural
#

Are you in preview?

lyric quail
#

ya

harsh mural
#

Get current would not be negative than

#

Unless you're doing something else

lyric quail
#

i am just using setCurrent

#

πŸ‘

harsh mural
#

Ah, you can set it to -

#

Gotcha

lyric quail
#

ya, i just wanted to say its not API fault πŸ˜‰

normal verge
#

camerashake and camera should defo be moved into 1 command in the future would make sense. However inputpermission affects the inputs by the player makes more sense to be separate as the camera command is just changing/affecting how the player sees the world around them not the way they move or look around

terse charm
#

I'm a huge fan of the noun-verb thing they've got going on lately. I love /music, for example, followed by stop, play, queue, and volume.

glacial jetty
#

Makes sense, you have something, what do you want to do with it

urban pecan
#

Does anyone know what happened to the getScore() function in the 1.20 update?
When using it, it only returns 0 and can't seem to grab the players score or even the objective anymore..

Function:

function getScore(target, value, useZero = true) {
    try {
        const objective = world.scoreboard.getObjective(value);
        if (typeof target == "string")
            return objective.getScore(
                objective
                    .getParticipants()
                    .find((player) => player.displayName == target)
            );
        return objective.getScore(target.scoreboard);
    } catch {
        return useZero ? 0 : NaN;
    }
}

Oh and trying to make Forms seem to be really weird now too and keeps mentioning about not have privileges.

harsh mural
urban pecan
harsh mural
#

THE REAL CIOSICSHISAH YTOUTUBE CHANEL?

quartz cradle
#

Subscribed

terse charm
#

Subscription with no bug upvote. 😦

harsh mural
#

gotta call me out huh

#

none of my bug reports ever get voted

hoary tendon
#

I've seen lots of good usage of camera in the wild - has anyone found any weird bugs with it?

broken parrot
nimble bolt
#

I do have a small piece of feedback, it's not currently possible to find the rotation values in vanilla, without add-ons. Would be nice to have current rotation displayed in auto-complete similar to position. Or perhaps show rotation with "show coordinates" enabled

broken parrot
#

@hoary tendon would there ever be the ability to use the script api to insert custom bezier values for more complex camera animations?

hoary tendon
hoary tendon
hoary tendon
#

The most helpful feedback for camera right now is in this order:

  1. Are there any bugs with what we've shipped?
  2. What critical attributes are we missing?
  3. What is the most important next camera preset?
#

We cringe a little when we see camera being used with armor stands right now πŸ˜› Would be good if we could ship enough functionality to avoid armor stand hacks.

terse charm
#

What are people doing with armor stands?

glacial jetty
#

πŸ˜„ whats wrong with TP to armor stands

hoary tendon
#

If creators stop using /tp and armor stands, I will consider my career a success.

#

πŸ˜›

glacial jetty
#

πŸ˜„ me on my way to use tp and armour stands to annoy mojangsters

hoary tendon
glacial jetty
hoary tendon
glacial jetty
#

Ah i see

#

How would you implement to combat it

hoary tendon
#

A data-driven 3rd person camera with enough attributes, I guess?

terse charm
#

Oh, they just need a target then, huh? I guess a scripting interface will be great for that.

nimble bolt
#

Non scripting interface wouldn't hurt too, yk 🫠

terse charm
#

I'm kinda a full convert now, sorry.

broken parrot
glacial jetty
#

Hyacinth try not to pester about replay mod challenge, diffculty impossible

hoary tendon
#

yeah replay mod is hard - the gamestate management scares me.

broken parrot
nimble bolt
# hoary tendon https://twitter.com/IsiliconS/status/1651457743415287808?s=20

Seems like here armor stand is used to store and modify current camera position, which is what the camera command lacks - modifying camera position with relative coordinates to the camera itself. So you can't send a command that'd tell the camera "move 1 block up" without telling where that camera currently is

broken parrot
#

that seems really basic

#

^^ add that

patent hinge
hoary tendon
#

But I think it's a valid suggestion to think about how camera could evolve and be editable in Editor. If I imagine a far future state - would be cool to have a cutscene editor in Editor. But lots needs to happen before we can think about that.

hoary tendon
glacial jetty
broken parrot
left condor
hoary tendon
left condor
#

I'd just need to make an editor extension now

hoary tendon
#

I'd be super happy to see community Editor extensions that use Camera!

broken parrot
glacial jetty
terse charm
#

Do you guys actually care that hobbyist creators are using hacky stuff? Isn't that what hobbyists do?

left condor
#

Was looking for an excuse to try out editor stuff

patent hinge
broken parrot
#

stop it Kayla needs to sleep

glacial jetty
#

Funny enough as someine who hyped up editor on twitter...i havent had time to use it extensively. Mainly eaiting for v0.4 and been pkaying legends

hoary tendon
nimble bolt
#

As far as what can be added to the current camera: FOV (with easings) and Z rotation. Orthographic projection with clipping planes would also be nice as well, but it's an advanced feature, so is fine if it's not top priority rn

broken parrot
#

all i care about is making cool stuff with the camera, i already have a new game lined up

left condor
glacial jetty
hoary tendon
left condor
#

Yeah, camera fov stuff is something i'd like as well

terse charm
#

Are they going to fix the z rotation bug in the command right now?

#

I've missed most of the discourse here lately.

patent hinge
#

By clamping the pitch argument they could fix it

nimble bolt
nimble bolt
left condor
patent hinge
glacial jetty
#

Recipe cmd when

broken parrot
glacial jetty
#

Zoom is literally FOV

broken parrot
#

it feels weird tho, like it bends

#

maybe it’s my jacked up eyes

patent hinge
#

What bends?

terse charm
#

I think they mean that FoV and zoom can be controlled by the same data: a view projection matrix.

broken parrot
left condor
#

If u wanna "zoom", shift the camera position forwards

patent hinge
#

You've used a spy glass before right?

left condor
left condor
#

Raycast

patent hinge
#

Too hard

#

I'm too lazy

left condor
#

Def not a perfect solution

broken parrot
left condor
#

I'd much rather use fov

broken parrot
#

i should note we should also have easing on stuff like FOV

patent hinge
#

Don't see why not

quartz cradle
untold elk
#

I think I may have found a bug for camera

broken parrot
#

Does the camera fade block out UI or no?

hoary tendon
#

fyi - we're planning to change the color values from 0-1 to 0-255

broken parrot
#

or more like an opacity layer

untold elk
hoary tendon
#

no - it won't change the functionality. But instead of using 0-1 values for each RGB channel, we'll use 0-255 - which is more intuitive

untold elk
lyric quail
#

or only for camera command?

hoary tendon
untold elk
#

i believe the cause relates to this issue too

languid plaza
#

i can just make camera upside down πŸ€“

#

also i think it would be great to have a optional field at the end to run a command when ease is done

patent hinge
languid plaza
#

commands are also client side xd i mean

patent hinge
#

?

languid plaza
#

we can send request as player

patent hinge
#

Wouldn't it be better to just run the command after a certain of ticks? That's more predictable than relying on the client to run the command

languid plaza
#

no

patent hinge
#

Especially when said camera command could be executed on multiple players at once

#

Would each player tell the server to do the same command once all their animations are done?

languid plaza
#

if same camera can run on players whats issue with other one

patent hinge
#

What?

patent hinge
#

Yes and what about that?

languid plaza
#

whats the issue with running the other queued command on them

#

other command can have selectors

patent hinge
#

Undefined behaviour. They could all run in different orders, which could cause them to do different things

#

I just think it makes sense for command executing logic to stay on the server side

languid plaza
#

well i dont see much of issue with commands

#

there are cases but still

patent hinge
#

It's more predictable if it all command logic stays on the server side.

#

What would be more beneficial is a command that runs after a certain number of ticks

#

/execute after 20 ticks run ...
For example

languid plaza
#

imagine fading away as soon camera reaches player

to so for multiple players

1 we need setup for all
2 we cant predict how long one anim takes if its dynamic

#

queueing is the only option for advance cuts

#

not everyone uses scripts

patent hinge
#

You're still subject to the tick rate of the server

languid plaza
#

huh?

patent hinge
#

If you have a camera ease that lasts 1 second, just execute a command that 20 ticks later

#

It's guaranteed to run once the ease is finished

languid plaza
#

ur taking staic cases in count i am talking about dynamic cases

patent hinge
#

So a camera animation can have a variable defined length in the command?

nimble bolt
languid plaza
#

well im bad at explaining :<

#

maybe someone will put together better

nimble bolt
#

Sounds like it combines them in a way, that'd fade in the fastest, stay and fade out the longest, so whether you trigger a command for fade1 or fade2, the screen will be fully faded either way, so no need to handle dynamic fade time

#

Actually that's kinda cool since this way you can create dynamic fades by combining 3 fade commands, each controlling one of 3 things, fade in, out or stay time

hushed vale
#

I think /camerashake can be combine with /camera

/camera move ...
/camera shake ...
lyric quail
#
/camera @s clear
/camera @s shake ...
/camera @s fade ...
...
#

like more similar to current one

#

bc fade is not move so

#

Β―_(ツ)_/Β―

hushed vale
#

I think more like execute subcommands

/camera <player: Player> <cameraSubCommand>

pos <pos: Vec3> <cameraSubCommand>
rot <rot: Vec2> <cameraSubCommand>
shake <camerashake> <cameraSubCommand>
color <red: number> ... <cameraSubCommand>
clear
terse charm
#

Haha, that would be neat, but no way they'd ever do that.

quartz cradle
#

:[

bleak valley
#

I really hope they swap it in a future preview.

lyric quail
#

ya selector could be optional like other commands does

bleak valley
#

Adding shake to it might overload the command syntax.

#

/execute isn't any better, but it's necessary.

lyric quail
#

@hoary tendon Do you see the second line? its not executable syntax

#

wait sorry nvm

bleak valley
#

That actually works.

lyric quail
#

ya

lyric quail
#

@languid plaza

languid plaza
#

how

lyric quail
languid plaza
#

yea i did that way before

#

xd

lyric quail
#

but from 180 to 150 is full roll

#

xd

nimble bolt
#

From -180 to 180 should be a full roll as well

high mango
languid plaza
#

they should just expose z

lyric quail
lyric quail
nimble bolt
# lyric quail its not working with camera move

First run /execute anchored eyes positioned ^^^1 positioned ~~1000~ facing entity @s eyes positioned ^^^2000 positioned ~~1000~ facing entity @s eyes positioned as @s anchored eyes run camera @s set minecraft:free ease 1 linear pos ~~~ rot ~180 ~180 then run the same command but with ~180 ~-180 in the end. Vice versa also works

hushed vale
mortal saffron
fringe cloak
fringe cloak