#1.20.10.23 - Preview
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Ui
yo
Yay
!
First l
nd
first
first
last
Happy Preview Day!
β€οΈ
Happy Preview Day kayla!
@pliant badger 1.20 entities are now editable!
\o/
shooter in stable!
π Shooter component....
only using runtime identifiers - internal-only components are still internal-only for now
Ok so shooter works
big release log today
bye bye render offsets
Hope
2 weeks worth of goodies!
π± Gasp....camelCase to PascalCase?
Oooo
I wonder what Iβm gonna find lol
Custom biomes thx
π inb4 Version 0.3.84
idk
not much things for scripting
that are actually useful tbh
bro some1's still checking day?
/scriptEvent command can now be used in the Editor without the need to enable the Beta APIs experiments.
btw, what leads to this change, like what can we do with this feature?
wow a lot of scripting rework
Minecraft Legends started updating and I thought the Preview was out π
Same
π And now I wait for Legends dev to respond and mc preview to update...very many things happening today mc wise
i really don't think so but, just wondering if the guided create world creation screen got updated
just a guess.
Probably idk
and also preview for android when
In a few hours i think
my brain is like
- just keep flying, just keep waiting.
No
the banana man once said android would be one of the last platforms to get the preview.
Yep because Android has beta
I like how one of the notes says "Actually fixed"
They really gotta get it for Nintendo Switch coz that version is really getting buggy lol
And also wait a second. Recipe unlocking removed in beta? π€π€π€
Does anyone know when the preview bds gets release?
shooter component functions correctly now?
Guessing they didn't like how picking up a stick would just spam recipe unlocks
yay! more stable scripting!
Oh wait I just realised they skipped .22
Oh yea bro. That's true :o
oh huh, we can send strings into getScore and setScore now?
hello
Is that just going to convert anything into integers?
or will it only work with integers wrapped in strings
i literally forgot about that the .22 was skipped wow moyeng.
is scripting broken again with this update..?
yes i called mojang as moyeng
Scripting breaks with every update as they iterate, add new things, and improve everything
Wait up to an hour
what all aha changed?
read the patch notes..
Iβd assume thatβs for dummy players, not for the score itself
@next ermine will try to remember you and ping you when BDS for .23 is out
ty
No problem!
Why are they making the some things PascalCase
I know they did that with enchantments already
because they like Pascal?
It is convention for ts types I think
So I guess if your item is bigger then 16x your screwed?
attachables
also yay, forgot to tell this but i got access to wishlist this morning when i updated to latest version.
I think theyβre switching to PascalCase to make migration to vanilla-data easier, since they use pascal case there
Yeah.
And as by today, 300 changelogs have been completed posting on the feedback website for Betas & Previews.
1.5 block sneaking is now into the base game!
Moyeng Spacefications
Eyo gotta check this little one out.
And so many things are de-experimentified π
Happy preview day!
Im pretty sure there were input issues before. So im curious about this change.
Also where 1.20.10.22? π€
Preview out!
More HCF item components! π
Skipped.
Probably it should have been last week but due to full release maybe
the notifs just feels a bit overloaded with info so i guess thats fair?
volumetric fog added here and also updated the rest (in yellow)
π€ Is this on android, cuz my pc still hasnt received the update
π Ofc i just received the update as soon as I sent that message
Itβs out
Lol
wait volumetrics?
It's on Windows
What do you use for the diff check?
There is a command for adding a fog inside a certain area
Wait /reloadconfig?
winmerge
This update really is 2 previews in one! β€οΈ
Ah winmerge...i still have it installed on my pc dont know why lol
π΅βπ« Yes, I love it when my smokeystack folder is reaching 20+ gbs...
Time to download
π 20Gb of what
yes. tell us
π΅βπ« Vanilla packs, versions, badger's data
Mojang secret files
Mineβs almost at 100Gb lol
No silly those go in my dev folder
I always delete older versions I don't use anymore. Maybe you should consider doing that
Can't delete 1.16.100 ever
π Yeah...but my survival world is still in 1.19.50, and I dont want to download .60 and .70 and .80 again. Plus I have 1.17 and 1.18 for custom biomes and placefeature command
clingy
Im a hoarder
lol
Cool, appx is extracting π₯° man i love version switchers
I always reinstall the preview the day after using a version switcher
oh nvm. I have it too
Deprecate "minecraft:render_offsets" component in json formats 1.20.10 and higher
F
so you just use version switcher to get access to beta faster?
Wish there was one for android too though. Would've been easier for mobile dudes.
I install the preview from MS Store then the day after I reinstall it using a version switcher to save that version
oh ok lol
No not really, depends on which version switcher you use
i just use the carjem's launcher. Looks pretty much neat anyway
oh god i really need to learn modding but idk when though.
Oooo Inbox settings
What's that?
Which screen was it supposed to be?
Oh my god, the API Changelog is confusing
real?!
The inbox screen is for receiving game invites and realms invites and news
Yeah, it's give me headache
which part is confusing?
api changelog be like
No itβs not lol
oh so a settings screen for inbox screen got added?
ClipboardMirrorAxis
ClipboardRotation
This is from Editor Mode right?
What's the route name? /Inbox-settings?
Yes!
Yes
oh wow. Lol bruh
then how did you know?
JS file
npm types rolled out, I'm sure you were all waiting with bated breath
Thank you darknavi!
this update looks nice
Thanks Navi
android still not yet for me. Looks like it's gonna take a bit time for me since i live in south asian region (India)
many Native editor classes are moving to script api
Hey Kayla, cool camera stuff π
WOOOOOO
Gn peeps.
That means addons won't be need to have a world in experimental mode?
Sad there is no new ore UI stuff
i don't assume they can't be edited in 1.20.0 though, i still have to wait for 1.20.10
Yep
https://github.com/Mojang/bedrock-samples/tree/preview/metadata
π Thanks kayla
@next ermine the BDS is out! I think I mightβve been out for a few minutes and I didnβt notice, sorry
Sorry!
What were they replaced with though...?
Attacheables
So you're expected to use texture meshes..?
This introduces some problems then... like for example when armor is defined for a specific slot, an attachable can only be active when the item is in that slot regardless of what query you set for it
it's a shame for things as simple as translucent and transparent blocks
I don't think render offsets ever worked for blocks?
oh right, it's called minecraft:material_instances
Those still exist :p
I guess then to add on to this if attachables are supposed to be how things are done now... is this intentional? It always seemed like a pointless limitation.
Especially now if there's no way to actually change the position of the item model other than attachables
I feel like /camera would've been better if it used subcommands like /execute.
Like a new facing parameter was added and it seems like the syntax is quickly getting out of control. π
i agree, i think all commands should use subcommands like execute
for example
setblck positioned(optional) ~~~ at(optional) @s block(required) ... rule(optional)
so you just need to type
/setblock block stone to place stone in your position
and i feel like /setblock should be replaced with /set and have subcommands like block, biome, structure, entity etc...
I wonder how it would affect the load on the server, running a command with many syntaxes. I would be interested to know π
It's going to affect the client far far more than it affects the server. On bedrock there isn't any communication between the server and client while the command is being typed like there is on Java (hence no dynamic auto completion). There's a soft enum update technically but that won't do anything while the command is being typed. So all the info for command syntax is sent in the initial packets when a user joins the server.
So the freeze you experience when a server has a lot of commands with complex arguments when first typing a / to load the completion arguments is purely client side
Didn't they fix that freeze, or is that something else?
They improved it enough that it's not noticeable on BDS but I think we still see it with Geyser as java servers tend to have much more complex command structures... but yes it is better on more recent versions
so, two steps back in items
I thought items will be better :/
how is it two steps back
It's not so bad. Attachables give a lot more control over how an item is rendered
instead of just defining a render offset now you have to set up a whole attachable
not to mention their swing animation
im curious to see what will be done about attachables when the off-hand is fully released
Takes far too much time to setup.
It's two steps back.
Being forced to use a feature when before modders could choose if they wanted to is much better...
I didn't have to use attachable unless I wanted to or needed to, now I am forced to. All because an item goes outside of the 16x16 pixel space. Smells like block geo changes all over again.
Once you've set up one, it's easy to set up more
There will be a limit to how much complexity we want to surface via commands. Camera scripting APIs will be the way we want to see more complex logic used.
Ah. That sounds a lot better already.
Hopefully camera scripting APIs don't take forever to roll out. π
definitely shouldn't. but also don't want to communicate a date here yet.
Hey Kayla, any comment on render_offsets?
yeah - those things looked at me funny. had to kill them off.
but seriously, it's our opinion that attachables are the more capable tech here and should be the focus. we're working on things to make working with attachables easier. but maybe later this summer, would still be good to hear what we're missing functionality wise from render_offset.
We've been chatting about item component deprecation over in the items channels. Smokey summarized my lists into this thread here: https://discord.com/channels/523663022053392405/1115783093895319672
most of the conversation on render_offsets was from this post: #1067870355814895687 message
I'd be nice if custom items with textures bigger then 16x to not be massive in the hand. Was using render offsets to fix.
Now you can use attachables!
If over 16x was the issue, they should attempt to solve that with attachables
sorry wait
without needing any prior setup
is what I mean
Feel like it should just work right in the first place
Yeah that's what I meant
Did they add new sound for recipe unlocking or is it still the xbox notification sound?
typed that before
If anyone got a video can you please share?
Hm. wait a minute. I just downloaded an HD texture pack, but all the items look fine.
I mean that instead of improving, it gets worse, just as it happened with the part_visibility in the blocks, making this decision delays the creation of items instead of improving or developing faster, making us have to make a model and then an attachable (without counting the problems Kastle mentioned) so it was all wrapped up in one simple component.
I don't see how it got worse at all
mostly in time
Once you learn how to use it, it won't
what?
I think it is something obvious that it takes longer to do
but well if Kayla says that she will improve the attachables for the better I hope and it is true, but just as she has her opinion regarding the attachables, others do not agree, and we hope that will be good features as she makes it sound (I don't mean it in a negative way)
I think it's more people freaking out that the thing they've been accustomed to using for over a year is suddenly gone
Which isn't exactly their fault, but there are alternatives available that are much more versatile
I don't know what the real reason for others to give a negative opinion about it will be, but my reasons, from what I see and without anything personal in between, I think it is an unnecessary change that makes the item creation processes become later, it is not something serious since there are alternatives like attachables and I give my opinion without knowing what they will add in the future since they did not mention what it will be and the questions about it have been ignored in #1115783093895319672
I was for shocked by it but then realized 98% of the time we don't need it. I think these 57 files I changed might be the only times it's used by us π
I think I might be using it somewhere, I'll have to check
I may have changed it to use attachables a while back though
Or I just repositioned the actual item texture itself so it would fit in the players hand properly
Well yes, there is the alternative, which is the attachable, but the component saves time in creating the model and the attachable code occupies.
You know you can reuse models and Json.
you can copy and paste the component too
So it's the same amount of effort then.
texture_mesh geometry would be used in this case right?
Yes
π€ probably not in the case of texture mesh
There are good reasons to avoid attachables
https://bugs.mojang.com/browse/MCPE-125871
https://bugs.mojang.com/browse/MCPE-116680
https://bugs.mojang.com/browse/MCPE-145194
https://bugs.mojang.com/browse/MCPE-117133
https://bugs.mojang.com/browse/MCPE-126660
https://bugs.mojang.com/browse/MCPE-140310
https://bugs.mojang.com/browse/MCPE-150588
omg xd
I add that the locator added in the attachable model returns to position [0,0,0] but I don't know if they already solved it
Then they will just fix the bugs
Looks like custom items with large textures work too
thats nice
Then again, I've seen someone with a large piece of coal in the hand so I honestly don't know anymore.
Can someone check my pack to see if that happens with you?
don't mind the name
I can't reproduce this bug
https://bugs.mojang.com/browse/MCPE-126660
This bug is so obscure
https://bugs.mojang.com/browse/MCPE-140310
These two are practically duplicates
https://bugs.mojang.com/browse/MCPE-116680
https://bugs.mojang.com/browse/MCPE-150588
Honestly they're all so minor they're no good reason to decide not to deprecate render offsets but instead get attachables up to par
Sure, I don't like render offsets much either
π Render offsets kinda lacked documentation a bit, which index controls which axis
To me attachables are much easier to work with when it comes to transformations. But that's probably because Blockbench comes with tools that make it so easy
I'd really rather not have to make 5 auxiliary files just to pose an item a bit. Especially when it only works in some contexts. In Java the display settings per-context are just right there in the model file. But yeah, letting items render the same as entities is powerful, so wouldn't want to let that go
entity, model and animation
3 minimum for setting up an offseted item
you can always use vanilla render controllers, and animation controllers are optional
at this point we can treat items more like entities
All they're missing now are their own behaviour animation controllers π€
Oh hi Lukas π
The item in here is using the pre 1.16.100 format version where the large icon issue doesn't happen. If you change it so it's 1.20 the item in third person will be blown up.
Well in the 1.10 format version, the icon component is handled in the resource pack. It got moved to the bp once the holiday creator features hit.
Speaking of item components, some components that previously were not experimental in the old pre 1.16.100 format version seem to be locked behind the HCF toggle in 1.20.0. A couple examples are the minecraft:food and minecraft:max_stack_size components, if you use format version 1.20.0, they require the toggle, but if you use anything below 1.16.100, they do not.
Not sure if that is intended or not, or if they are getting reworked.
It did, but I'm currently looking at stable stuff
And if I try changing the format version to 1.20 on the resource side, the item just disappears entirely. it functioned fine if I change it on the behaviour side only though
As far as I am aware you don't use the resource pack item file in the resource pack anymore in the 1.20.0 format version, all the item components are done through the bp.
then it's strange how changing it made the item invisible
You sure this isn't just a Holiday Creator Feature thing?
Now that I mention it if that really were the case, the item's RP side wouldn't be getting anymore format versions
I haven't seen anyone really talking about block traits
nvm that doesn't load
not much to talk about except it takes work off of us from having to implement the logic
minecraft:vertical_half is pretty big
I upgraded the item from that pack to stable 1.20 and it's large btw
Yeah, I see it now
So it's coming from the format updating
I wonder if this is intentional or not?
It definitely seems like a bug
Using render offsets or attachables seems like a hack for something that should just be fixed since it previously worked fine
Oohh, really? Is it usable now?
it does, in the old stable
This might be good for advanced command autocompletion system
Vanilla items work fine on higher resolutions, it's the custom ones that are the problem (specifically 1.16, 1.10 work... but they have their own issues)
It's the fact that need to make like 4 files for something that could have been done with a single component. Something that doesn't even need to be an issue in the first place. Vanilla handles large texture sizes just fine.
I am bumb so what does this mean?
they're removing all of these crafting notifications for every stick crafting
just 1
i think
If you already unlock stick recipe, say from oak wood, and you got another wood, somehow you got another stick recipe notification
So, they remove it so you only got notification once
That's true, but in my opinion, I find attachables to be a lot more flexible.
Hopefully they either fix it so you don't need one just for larger texture files, or someone makes some templates for 32x and 64x
is it even possible to render enchantment glint on attachables?
tried doing that a while ago starting from the bow template, didn't work
I love how the turtle just spawns in π€£
Do you have plan for server API or client API?
scripting is all server APIs
its possible now
wait really? how?
I wish an option ot render the 3D item in ground, that would be nice
see vanilla attachables
i will
there is a way to do that already... texture meshes i think they were called?
Item in ground dosnt render a 3D model
item in ground?
texture meshes can render any texture as an item
when you drop the item
OH
i was developing something like that at some point
it is very much doable, just requires many hardcoded offsets
there is a way editing item behavior but have incompatibility
yes you can, the identifier is minecraft:item
obviously is limited to some components
wait what?
you can edit the item client entity?
i tried doing a bunch of stuff to it and nothing succedeed
I want to see it in action :)
I used minecraft:addrider to do it xD
Have you found a way to render the enchant glint with no enchants applied (like foil)? I tried a while back, couldnβt get it to work.
What if we just replace the item with a custom entity as soon as it gets dropped?
We have the ability to do that with scripts
I didnt tried it, but it should work
yeah you can do that too
Item properties when?
/event item
/event block
when?
when they fix custom biomes probably
When air tag gets added
i was thinking the same thing
when scoreboard have another option that dummy
https://clips.twitch.tv/PiliableIcyAppleEleGiggle (don't look at the date of this clip, it's too depressing)
/stats was the worst. π
I don't remember that command at all
Been playing bedrock since the first bedrock betas
wasn't it a Java exclusive?
yes
Yeah, it was Java exclusive.
https://minecraft.fandom.com/wiki/Commands/stats
It was sort of a way to make scoreboards update using the result of something. It was a very confusing command.