#1.20.40.22 - Preview
1 messages · Page 1 of 1 (latest)
first
Mali gpu
Hell yeah, even more stable scripts
first
the suffer is no more
late
Unless ur device doesn't support the minimum compute thread group size
Then the suffer is more
mali is mali
lemme check rq
Banana
I have 512 compute thread group size
let's go with the water lava fix
This is crazy, I can almost develop my add-on in full stable once 1.20.40 comes out without having to release an update everytime an updates releases
Happy Preview Day!
who took my sticker down I was writing a caption :(
Thanks for the delicious banana, Kayla
gross?
thanks for releasing both preveiw and stable
😭 It was a way to say thank you for todays Preview
@haughty oriole welcome back I hope your little vacation was wonderful
It was! I went to Disneyland
YAY! I hope you had fun!!!
also I had a question for you, will you be answering Q&A questions or will it be specific mojangsters?
If I have an answer, I will. But it will probably be other mojangsters
thank you
@haughty oriole is it possible that we could see some type of editor mode mode that acts like a traditional viewport in software like C4D, Blender etc;
How do you figure? Tool mode already does this - but it's more like Unity or Unreal where you'd be manipulating a scene, as opposed to C4D/Blender which would be manipulating an asset. or are you looking for a multi-angle asset viewport? Regardless, ask in the editor channel or submit a ticket on the github.
Beta apis are releasing to stable so quick 😄
(i forgot we had that channel tbh)
and yeah, I feel like the way selected objects are handled is very clunky, whenever I use editor mode its my biggest frustration
I don't even know what's left in beta
excited to hear your answers!!!
An enum Difficulty is available on the 1.20.40.22 ! (but unusable for now)
Happy preview day!
The changelogs were finally moved off of the main server page 🎉
like that?
Do we have @mighty parcel to thank for this?! ❤️
I already thank to navi since he has the script api reference pages under manage
Does everyone at Mojang are possesed by Disney overlords? Seems like every mojangster I spoke to went to disneyland for vacation
No it's just Americans unwittingly rebelling against their society imposed car centric lifestyles by engaging in simulated urbanism :p
preview
||no|| Air tag
bye
Mali Bug Fixed
and what I see is a bomb from mojang for this week as
i need to sleep my eye is bulging out
you sure thats all? i can generate full changelog if you want
but if you sure then i am not going to
I don't understand the Editor test thing
lmao you cant even see players more than 60 blocks away
it's gonna be interesting when I troll my friends
Hey @limpid bear , could you explain what exactly is Editor Lite?
We heard your feedback that the current testing workflow is bulky, time-consuming, and takes away valuable time you could be building instead of restarting Minecraft to test minimal changes. Introducing the first iteration towards our v0.5: Edit/Test Lite release!
This doesn't really explain it well, is this a different instance of Minecraft Editor? How do we access it? What'ts it's purpose?
It is in french but BlockInventoryComponent.container is now optionnal, and we can get the weather of a Dimension
Im trying to write the changelog for the MC Discord and trouble figuring out how best to put this rather than just putting alink to the GH webpage
Why cant they just make a toggle option for it for gods sake every game nowadays has it😩
„Player Viewdistance“ or whatever
fax entity distance is in java i think
It is😔
i can understand for rt and deferred but base game should have it
Minecraft Preview v1.20.40.22 is out now on the Microsoft Store!
A few weeks, probably
What we can use instead of minecraft:knockback_resistance in items?
yes and i dont think it would affect the other two much because its literally just entitys that get rendered, not chunks or blocks
The Github doesn't say much more, but I think its a bit like developement ***packs where you can edit it more easily without restarting the whole Editor, but that is just a guess
Yes! Hexland kindly did a write-up in the channel while I'm in a meeting, hehe! #old-editor message
tl;dr - test your world in the context of the Editor instead of closing out and spinning up an exported .mcworld in non-Editor mode
hmmm
Nethernet?
just a silly name for one of our networking tech pieces. nothing new
Like skynet, but with buried internet nodes instead
🤪 It's not game dev if we don't have silly names for tech now wouldnt we lol
OreUI be like :P
RenderDragon
Though, I much prefer RenderDragon than its other name candidates
The game reported it 😮
Do packets travel 8 times as fast compared to the overworld?
I wonder why the changelog doesn't mention it?
no idea why, but they did mention this
What kind of players can't use it?
Besides those without touch controls obviously
by i mean "everyone" here, even players on pc can open "customize controls" screen as of now (uncontrollable and soft locked, until you press ESC)
For some reason it's still called Resizeable UI on my end
everything?
Including the kitchen sink!
what
Many events, the is* properties, level API, bug fixes, etc
yay!
Very little left that is beta exclusive
yeah
Now is the time to mention any APIs that are still beta that are high-value to bring to stable.
Block.above(), .north, south, east, west, below
Script APIs are everything that HCF were not- speedy stable releases go brrrrrr
This preview, are most of scripting stable?
most of what we'd call "critical APIs".
Vector class
And BeforeChat event
Ok maybe not that last one, but I just want it
So HCF and Scripting and Cameras
DynamicProperties though
yeah, working on dynamic properties still
Would be good to have something similar for blocks and items too. So that we can store data on them as well
Camera APIs went stable today
Someone's gonna quote Kayla on this 😂
Data driven cameras when?
we need them please
Define data-driven cameras
They technically are
Just not enough data driven
😅 Yes thats what I meant, in regards to what considers HIGH VALUE
the cameras that are in the resource pack
if those become data driven, i would be happy
omg i want this
YESS
So here's the immediate list wish for scripting.
- Vector Class
- Dynamic Properties
- Rider component
So you want to be able to create a camera via script and not have to pre-define one in JSON?
I don't think that's it. It's just having those JSONs be accessible to creators
Yeah
I don't understand
hmm
so I basically want to be able to modify the player cameras for example the first person camera
and for that to be done we need the cameras to be data driven
custom camera_entity when
Bringing mob functionality back to the equipable component would be great
Yeah they said they'd want to do that
It would be nice if we were able to add our own cameras similar to the third-person camera, and then use them in-game.
So imagine many different third-person cameras for different situations
- On a Horse
- While aiming with a bow
- While flying
Well we technically have data driven cameras already. It just needs to expand to third and first person cameras too
basically data driving this
@lament vortex have you noticed new stuff for Ore UI?
i haven't yet, i came back home like a couple of minutes ago
Fine 🙂
I would love the BeforeChat event!
getAllStates() 😢
the only thing I'm missing to getmy script to stable
Im just waiting fro 1.20.40 to be stable so I can ship my add-on
also the ability to inherit from first/third person for camera presets would be nice, so you can make the camera match if you edit the players height
That's what I was talking about before
this might sound like i don't know what i'm taking about (i don't, that's why) but something like permutations or smthn, letting us change how the camera works depending on molang or something on those lines could be cool
Did 1.20.40 add water ambience?
If you're waiting for stable deferred, it won't be releasing any time soon
It'll be preview for at least a year
A year maybe too much but 6 months definitely
that one guy who wants it on switch rn : 
so many stable APIs
EntityRideableComponent and EntityRidingComponent.
If I'm not mistaken, the only way to guarantee interfacing between a ride/rider currently (that is to say: not using fallible entity lookups based on position) is to create component groups and events on the rider that use minecraft:environment_sensors to watch for filter changes on itself or its ride to trigger events on either.
This is terrible and painful, and these 2 scripting component interfaces would have saved me at least 5 hours a few weeks ago.
Stable APIs when Unstable BPIs walk in
Oh no, not about deferred, mostly talking about the HCF being released out of xeprimental and some of the beta 1.7.0 scripting features
I am not sure what they do
Ikr, an amazing feature
What does that do?
Before this was a thing, I add an interact event and used /ride. So that way I'd know some what accurately which player was riding which mob
Ah I see
I guess an alternative is for /execute to get something like as ride or as riders, but I like scripting now.
Basically, you get the rider/vehicle of whichever entity you want
Does this mean you can make an entity ride another entity without using environment sensor and running /ride?
Currently I have a mob that uses that method to force you to ride them
I think you can also do that? Last I checked script api's to .addRider() (I have no idea if this is the right name) didn't work
I don't think I need anything for scripting
This is actually a Java feature BTW:
https://minecraft.fandom.com/wiki/Commands/execute#on
Yes but they have to wait for the portal animation (and chunk loading) so it's arguably slower
I dont get it
the shadows are square and wasn't smooth
Gotcha
xd
are u guys aware that setting "minecraft:durability": {"max_durability": 2}, in items does nothing when minig blocks? also the item wizard from blockbench lies to me.
ok but that is not an event in format version 1.20.20 and well the blockbench item wizard tells me that I can make a custom pickaxe that can get damaged if I use it...
I'm pretty sure by the component description it should work without events or scripting... And just by testing it seems to work without them but only when hitting entities not mining blocks
And bcs of that I am not sure what the intended behaviour is like it works hitting entities Wich it didn't in older format version like 1.16.100 but not for mining blocks.
also it's losing twice the durability amount you set
Actually that seems to be vanilla behaviour. At least when hurting mobs 🤔
nice water
That's my normals. You're welcome
i think it was by siscilicon i found it in the chat:)
thanks
I used the site he provided to make my normal map :)
Honestly I really want someone to make better normals. I just plopped the water's regular texture in a normal map generator
what site?
i did not see any site
I could try 
nvm got it it think this is it https://cpetry.github.io/NormalMap-Online/
Online NormalMap Generator FREE! Create a Normalmap directly inside your browser! No Uploads required, completely client-based
Just download existing animated looping tileable water normals asset, no need to make it yourself
what if i upscale the sisilicon textures
Don't
why
That ain't gonna look good
textures looks weird for vanilla but
Im gonan try Veka's ide
Make sure to use a larger tiling, texture that repeats every block doesn't look that nice imo
A bit of an overkill, you can remove some in-between frames, flipbook blending will take care of the smoothness
Depends on looping time. You should aim for a specific FPS rather than frame count imo
bruh this looks horrendous
lmao i tripped out seeing that i thought it was one of those clones
may i know the soc name
Thankfully it just looks like shadowmap problems
dimensity 700 (not overclocked atm)
well I suppose might have to stuck with community or unofficial fix for awhile
A cool effect
L + low res texture + no bias
It fixes mali issue but nothing else. Other GPUs also have broken shadows
I made a fix for a similar shadow bug, it might work here as well
that's upscaling on by default, what could you expect
Will give it a try for moment.
now we need the worse deferred render
nope, crashes.
Yeah it's for old version, I'll update for latest
This is why we have a feedback forum on GitHub - we do appreciate any feedback and suggestions you might have
That one is used by Editor for the new Edit/Test session API
i am the biggest boomer when it comes to github, i’ll need @lament vortex to help me
Oh okay, it would be great if we become able to use this enum to change the world difficulty
Try this one. Tho it may not work, cuz I tested previous one on latest version and it was working for me so crash could be device specific. Or maybe you have somehow different shader files
can someone give me best rtx pack
Madlads Defined PBR pack is nice
I am so glad you guys went with github for editor mode suggestion/feedback. No offense but the feedback site is terrible and should be wiped off the face of the earth.
uhhhhhhhhh
The game doesn't crash, but it doesn't fix that shadow map issues.
Still the same.
It's possible and YSS shader has it. Tho you can't install shaders (material.bin files) via resource packs so you won't be able to include it in yours
oh hell yeah properties out of beta if i read this correctly
Yea, but theirs is only for stable MC
I never got it to work in preview
I wanna use it with my lighting
I'll be doing experiments with shaders soon. Will keep that in mind and send you the shader with volumetrics if I get it working
🥳🥳🥳
Custom behaviors are so much easier to manage, just wish they gave up more dummy components like this
no, that means the sniffer.json file is finally free for editing
But also much better than before!
Things like disabling view bobbing for a specific view such as first person would be very helpful. I was hoping that the resource pack camera files were applicable in this update so, I could disable view bobbling. Its sad that they weren't.
I mean yeh, there's that too
But using those components does make it easier to do custom beahviors
how is Entity.getRotation() not stable yet
I think this is still looking at 1.20.40
yippee! :D
thanks kayla! 💖
i was having some issues with that
it was returning inversed value for arrows
:<
arrow rotations are weird straight up
