#1.21.50.25 - Preview
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hi
Bedrock Dedicated Server for Minecraft Preview v1.21.50.25 is out now!
Yay
meow
Yo
YO
yay am first this time
new blocks :()\
hmm
Happy Preview Day ya'll!
WAIT WHAT???
first
s
@dense solar and I have been talking about this offline. There is an improvement we're planning here, since the solution we have this week won't work for Marketplace Add-Ons (due to technical restrictions).
🙏🏿 😭 what does this mean, im slow rn
Keyboard input reading
Looking forward to seeing what ya'll make with Input APIs!
😲
Yeah I get that, that's why I said sad jigarbos noises since correct me if I'm wrong, states you have to override the ghast json file correct?
FIREEEE 🔥
We love you
Apparently the "upcoming features" page was just "here's the plan for the preview update"
Damn an item that can be used for blocks as well as trims
Thank you
Where /place and jigsaw?
Correct. And that doesn't work for Marketplace Add-Ons since we don't let creators override vanilla files there (for backcompat reasons)
I eated them
I'm assuming that the main issue with execute_event_on_home_block is that the events are hardcoded, but i also think the format could be combined with trigger e.g.
"trigger": {
"event": "the_creaking_heart_thing",
"target": "home"
}
meow meow
Currently on the cusp of 1.21.50. Hopefully it doesn't slip to 1.21.60. But ya'll should be able to play in Previews soon enough regardless.
GRAAAAAAAAAAAAAHH
Why no new deferred goodies
hi
😍 Is this your way of saying sorry for no air tag?
Does it detect all inputs or only specific ones?
😭
Huh
I'll take it!
i wonder what does it look like
sorry, not sorry
No Deferred 😭
mmmm, resin bricks

Omg Happy Preview day \o/
Mojang must be cooking a big new secret feature for deferred

The resin bricks look way too close to my honey blocks from my unreleased add-on... 🥹
i can think of a lot of building ideas with it
What is Aim Assist supposed to do
Soon my dreams will become real? Jigsaws on Bedrock?? Dreams do come true as they say!
I don't even play this game outside of deferred 😞
Fortnite bot lobbies.
A lot of the deferred work now is boring optimizations. So there will be fewer flashy releases.
Wait
Deferred is finished?
more than likely to make it easy to target blocks if the camera is in a top down or similarly angled view
Like it has the full feature set?
input api this week full packet control next week?????
instead of freaking out with the jarring changes to controls
The new features are nearly finished
I don't suppose they're done with feature sets?
I didn't say that. I just said that most of the work is optimizations now.
Ah, fair enough. That is needed.
There will definitely be new features but they are working on optimization right now, is what I think kayla is trying to say
Game developers caring about optimizations? In 2024? Impossible!
I think it's just sneak and jump for now, right?
Well at least android players can enjoy deferred smoothly now
Yep!
So basically a sort of motion smoothener?
ill test it soon
why optimise when u can tell people to buy an 4090 
idk, I kinda want to test

microsoft store do your thing
I love the new preview changelog page
We've scoped these APIs to be pretty limited so we could get them out in a reasonable time. I think they'll unlock a lot of capability for creators. A full direct polling solution would take a lot longer. But, looking forward to seeing what you all make with what we provide and understand the limitations!
The changelog is just the minecraft.net version
Limitations breeds innovations.
ello
The "old" feedback.minecraft website still exists
Because I want more than 0.00000001% of our players to enjoy these features 🙂
Two site minecraft. net and feedback
Wait has these optimizations for deferred already released in this preview?
I think its going to be more gradual
I don't think so.
well the minecraft net one looks like 1000 times better
trying to remember what I wanted to do with input reading a while back
We can read input directly now? Yipee
fair enough mobiles porbaly still nuclear reactor
although jumping and sneaking can already be detected withe the current api tools
My project just might be possible now
Ah, though can't wait to mess around.
That’s what I meant to say
Added the "emit_particle" entity event response, allowing particles to be emitted at the center of the entity's bounding box
HCF making a come back
I wonder if this means that they're also gonna improve on stuff within Deferred while doing optimizations.
WHAT THE
Unlikely I think.
Im glad that Deferred is going to be mostly optimizations now tbh
Yep!!
I wonder if that means they will give deferred a new name now
:O Input reading
👀
Huge stuff, hopefully just the beginning of what's to come.
Can someone verify if you can get the movement vector even if the player isn't actually moving like with slowness or something?
What do you think a good name would be?
Shaders!!
That's just a name that is familiar to most players
Thats a tricky question lol
Wouldn't it just be 0,0?
“Fabulous graphics” is the best I can come up with
ooo I like it!
Super Duper Graphics Pack
Hey kayla, why is aim assist a separate command? Is it not meant to be used in conjuction with camera?
I like that one
10/10, no notes
Then it's not much better than checking the velocity
oh yeees
Like how in Java they have "Fabulous Graphics"
yeah, pretty sure the current stuff being added with it can already be detected in some form using the existing entity properties, need to wait for what gets added
Hi
Deferred sounds iconic tbh
True
Yes
We'll have to look at what getMovementVector does. If it simply reads motion then it almost sounds like an alias for getVelocity or for calculating the position delta
Deferred Graphics Mode
Deferred is already good
oh wait
Minecraft Preview v1.21.50.25 is out now on the Microsoft Store!
we lived to see this
it revolution in addons
yay
But I'm guessing it's a normalized vector of the actual movement direction from the player's input
hoping its more than that
nvm I know what to use this for
Luxurious Graphics.
It works even if input permission is disabled, which means we could more easily make our "characters" move based on our input
Hard to remember
Yes
What'll be interesting is if this vector is "raw" in the sense of being world-spaced, or if it is local spaced
ayyy!!
Wow cool apis for sure!!
Yasss
disable player input, read input -> apply input to new entity
G
Update is out on Android
This is exactly what I plan to use it for.
Is a good thing they're focusing on optimization for deferred right now. It's a step in the right direction, and I hope to see improvements to existing features soon.
Would genuinely be a major deal if its the actual raw input, could be used for soooo much
"RTX 2.0 For Minecraft Bedrock"
this is cool
Make an entity with no interpolation, move it according to raw movement, animate interpolation manually accordingly
Looking for TS generator to drop
Very good in that sense, still hoping it gives some output even if the player is affected by slowness 250
what does that mean?
I hope they make clouds look better
No bounce light is not RTX
What the hell does this mean I couldn't understand
It shouldn't matter if the player is moving at all, if our guesses are correct
That, and also improve auto exposure by making it better. Fog could also need a bit of work. SSR and IBL too.
this would also allow us to make proper movement within a different plane that wouldn't get janky when dealing with player movement
they added device info to show up in HUD?
"I can't beleive it's not RTX!"
Cubemaps need to be fixed too
Well cubemaps need to be fixed in general
I think the biggest problem I have right now is how IBL reflections applies to things that isn't even reflective.
I assume there's a setting within Minecraft that lets the user manually choose what their "memory tier" is, which is just a number/flag set by what their device reports on their hardware.
now how exactly would you apply that movement to another entity
Isn't teleporting still the only way to do it
Idk why but I kinda like it
well applyImpulse exists
If we image like roblox
I like glossy grass
teams up with microsoft to sell another billion 4090Ti graphics cards to fool players that it requires RTX to run RTX
but it's still not the best way
.applyImpulse and knockback no?
It'd be better if they do the thing they did with SSR where IBL only applies to textures below a certain roughness or metal value.
ahh ig
Yes i hate that
it is a revolution
get raw vector is so cool
it very useable for me
idk
we can disable player movement and made player control mob in distance of mob
You would need to be careful with applying impulse velocity and knockback, since the effect stacks. I would probably teleport it yeah
Exactly
you can override your device memory tier
this can be helpful to see how your addon beehive in different tires (not in performance)
for example you have particle disabled for low tier
NVDA stock goes burrr
You could implement your own acceleration based on what the input is. Teleport it further distances based on how long an input is held for
But impulse velocities would be good for preventing going through blocks. (Maybe ray casting in conjunction with teleportation would be good in that case?)
we just need setVelocity(velocity: Vector3)
could you spam clear velocity and apply knockback at the same time?
not sure how that would look
You could. Releasing movement would mean no smooth deceleration though
Wouldn’t this made binding keys for addons easier? Sorry just got here and confused
Nope
New blocks, new plants that have a day and night function??? That's amazing!
it will be work
on entities excluding players
I do have player velocity APIs on the roadmap. It'll just take a while to get there.
Mobile and consoles are the issues I'd guess
yippie!!
Sprint next please and thank you

I am really excited about shutdown event as well
Attack key next please
hi guys
On that note, can we /inputpermission disable attacking?
I really want to play with the new input vector stuff
i need someone to explain the word "spettyf"
Time to check the new things
Did someone share the new schema for jigsaw?
time to totally not slack off at my remote job
just add a way to register custom keybinds and add custom buttons for touch (probably never happening)
Me nowadays
"Speed?" Is this auto-translated, or did you edit it, or...?
just check the changelog, i saw that word many times recently
How would that work for consoles?
Was this there last week?
no its new
Uh what is this?
I can't wait to see ya'll play with camera aim-assist
Education thingy
wait, i get it now, my "profanity filter" extension did it, sorry
Is it me or does the grass look different
Check that repo
it was "speed of"
Glow texture?
what is nature block?
You have any idea when it will be released in normal Minecraft as either stable or experimental for the /placefeature command?
Like time wise not version wise
Haha nice, this is an excellent change
If this is a new material for blocks, I'd want it exposed to creators 😭
Wait...that can't be done with current custom blocks, right? Usually it's just the entire texture glowing or not, right?
you can't do it at all with custom blocks unless you want them to emit light
world.afterEvents.playerButtonInput Nice
If you name deferred as shaders now, then there will be no possibility to introduce actual shaders later.
the eyeblossom uses two textures for the stem and eyes
funny :P
Unless the glowing part is on a different face.
Maybe we'll start getting more render methods for material instances in blocks
fair
they're not .tga format? interesting.
HAPPY PREVIEW DAY
It is a very happy preview day indeed
Would love to have that as a block material.
Sometime between January-March 2025?
new content log error spam just dropped for me 😔
I am not attempting to override the geometry on anything
Intriguing
nom
this is blasphemy
what me miss?
Jump & sneak input triggers
What
Along with many other goodies
yippiiee
raw input detection
even when disabled with inputPermissions
love that they finally document the protocol in change logs lmao
The devs finally figure out exposing movement controls without exposing keyboard keys lol
Sad, I was hoping it would be sometime in December
YES
WHOA
The thing I've been waiting for
What that mean
wait
I'm late to such an amazing preview 
plants breaking when hit by flowing water
curse my sleep schedule
"currently water is the only supported liquid"
Lavalogging or/and custom liquids???
It'll certainly be in Preview as experimental then. Don't know if it'll make it in a stable build then.
I'd be happy if we get those in a preview. I've waited so long for my beloved puzzle block to work on bedrock 😔
Puzzle block?
trim_material.resin.name=Resin Material
Did I miss the fact this was in the preview?
Jigsaws qwq
new trim color?
petition to rename jigsaw structures to puzzles
+1
Do we have :compostable since that was only in the schemas and not mentioned in changelogs iirc
It works I think
They should add a calibrated daylight sensor crafted with resin
it will output redstone signal at the same time as placed every ingame day
would be cool for redstoners ig
so theoretically, you could have a waterlogged block that can still get washed away?
rails
Apparently
liquid_detection is a weird name though
do they get washed away on bedrock?
🥹
last time i used them
I thought it just flowed through
which was 5 years ago
like redstone repeaters do
did i miss smth??
theres some interesting stuff this preview
no?
has anyone sent the overloads for /aimassist?
Read the changelogs 😛
aim assist (the 4-cornered thing)
oh it's an addon
looks cool
the resin blocks look interesting imo
Does liquid detection work currently or was it leaked early?
wonder what else Mojang is planning for resin
I want some redstone block with resin
It's not a thing right now lol
It was mentioned in the blocks Q&A
Or will we now be able to add different features to the custom button?
interesting
how'd it behave before that was incorrect?
oh what I thought the aim assist command was just oging to be a true false thing what is all this stuff
a block that sends a signal when you look at it or look away
Omg I need this
i like these oranges
nice idea
how am I supposed to read the rest of the line lol
that's a lot...
to bedrock samples metadata it is!
I'm not quite sure what the x and y angles are for
/aimassist <players> set [x angle] [y angle] [max distance] [target mode: distance | angle] [preset id]
I love it when they make single value enums
actually…
that makes a lot of sense
only thing is that java edition i believe has fabulous graphics already(looks much much different than deferred), so my thought is that it should be Fantastic Graphics instead
Yeah...this is minecraft legends
I have a question. Will it be possible to add a button to the game screen and trigger something with a script?
fantastic graphics sounds nice too
No
oh god
not with this stuff, no
maybe sometime in the future, hopefully with client scripting if that ever happens
I'm sure if we do get keybinds they'd need to be defined in json
I guess it's used for adjusting something
ahh it's grabbing the nearest block within that angle
oh it changes your selection
sounds like dreams
Ok, I like a lot the bright color from the armor
Yeah you cant select entities as well.
All my enthusiasm died
tho raw input also sounded like dreams
…honey armor trim be like
does aim assist work for keyboard and mouse?
and is there any user-facing setting to turn it off like camera shake?
ngl the resin trim looks better than the gold one
Good deferred is getting some optimizations
Mobile is borderline unplayable when point lights are involved lol
hehehe
We will get the more flashy stuff later. Let them fix things
What's going on here
Might be a long shot, but does it glow in the dark?
for what is this tho? editor?
Yes
must be
/aimassist @s set 10 90 16 distance
creators can add their entities to the exception filter allowing them to then attack Ghasts.
Do we know how you add an entity to the exception filter?
It's in the component.
by overriding in the ghast file atm
.
Sadly no, it looks brighter for the own texture
That's unfortunate
what's the preset id stuff for /aimassist?
For custom aim assists.
is that to do with the categories I saw earlier?
erm this texture is NOT 16x16
Correct.
ahh okay, so distance means it grabs the closest blocks, you'd want to use angle for anything else it seems
So this is what I expected, a registry of all vanilla jigsaws.
Can you place any of those with .placeJigsaw() other than the ones king showed last time
Is that just the chalkboard UI?
so is this the bounds in which it does aim assisting? so if I set it to 10, it'll only aim assist within 10 degrees of my crosshair?
mhm!!
isn't this supposed to be education edition exclusive?
Does minecraft:item_visual work this preview?
what
Can't get it to work still.
slight issue with the default aimassist preset
can't place this lily pad because it's not included in the default liquid_targeting_list
sets the geo and material instances for a carried block
A carried block?
item
Ah
can we disable aiming by using low values?
MOJANG COOKED WITH THIS ONE

it snaps to the closest within the value range
we can't set range to 0?
oh wait I see what you're saying
Hey guys how do i get the ip of a dedicated server
setting it to 1 disables you from interacting with or breaking anything
I think I found a bug
nvm
that nice
nvm, you can't set it to 0, it uses head location as the distance. So if something is 1 block tall you will eb able to reach it
Interesting
the slate in the creative inventory is just a block from education edition
how do i get the ip of this dedicated servers
only integers are allowed right?
weird how you can set your aimassist to reach further than you can actually break blocks from
🧑🍳
might be for ranged items or something
Hi navi. And additions to the vscode debugger
You been very much cooking with these Input APIs!
Not sure we print which IP the server binds to in the console
floats allowed
Should be some good stuff! I think the change to integrate the profiler made it into this preview
but the minimum has to be 1
I'll let the team know!
Doesn't seem to react to the bow atm though, so hope that happens in the future
alr
we wait for a way to disable aim than
what do you mean by "disable aim"?
could the added range be for mobile?
we have the inputpermission to disable rotation
what do you mean?
Aim Assist is an optional feature. You need to use a command or API to activate it.
the selection thing
Minecarft Legends time.
can't mobile reach way further
adventure mode?
I can set it beyond that too though
still allow a lot
the ip address is the one of you device
unless mobile is reaching 16 blocks, it's a pretty weird limit
idk
What you wanted less?
I'm just wondering what that high limit will do
yeah
i was thinking more of a way to disable selection box
i usually do that by spawning entity in the player head
I'm hoping it means ranged item aim assist
i’m confused whats going on in this picture?
Minecraft Legends.
just a image of custom plants that can't be broken by water
ohhh
quite the limit
Still doesn't say which IP you are bound to, but I would assume most people here don't have multiple network interfaces on their game servers (or if they do they use something like docker to manage the servers 😄 )
Aim Assist will eventually work with entities and maybe projectiles in the future. So it's important that it work outside your block placing range. Think, Aim Assist to fire an arrow at a distant enemy.
Well, i used the IPV4 of my device, but i dont really know if that can let anyone in the world join to my server
this is pretty neat though
Thanks for confirming that, that was my hope! (the projectiles thing)
does it work with different chiselled bookshelf slots
Mr navi, where are types?
it's configured via presets, so you can set one up that does that
navi where are the types
here's the default for aimassist
If only we knew what those numbers meant.
ahh this isn't in the sample packs?
I assume it scales by distance (or angle) as well
not sure, didn't check
I just default to checking the install
Having docs be publish 1 hour before the preview would be nice.
there's no aim_assist folder in the sample packs so guess not
Is it just me or does anyone else think the resin blocks look like spaghetti-o's
Not on the github, windows folder.
I do now. Thank you
You're very welcome
does the new flower actually glow material-wise?
I wonder what determines whether something is put into the github sample pack vs only in the windows folder
Stable vs Experimental.
erm ackchewually
Bundles were not added if I recall until they got out of the toggle.
I'm not sure why arrow is listed in the exclusion list
Tipping cauldrons?
They...obfuscated the profanity filter?
but placed bedrock does get ignored by aim assist
nope, still gets targetted
might be a mistake or just not functional atm for item exclusions
really cool
Did y'all try the liquid_detection?
I did
Nothing right?
it's liquid clipping
oh nvm
I thought you meant the preset thing
liquid_targeting_list
So with the addition of the new flowers, does that mean we can get blindness in survival now?
And where do i put this code to join my own server in the own machine running the server?
In a command prompt
in the cmd?
Seems like it yes
Doesn't seem to work.
you can now disable breaking blocks in creative without the deny block using aim assist and a room made of bedrock
don't see any use, but neat
I kinda wish there was a way to actually become afflicted with blindness. Although I feel like darkness is the better, younger sibling to blindness lol
Here's the schema
Oooh wait hold on what if right, (please tell me if this is horrible) staring at the creaking for too long would blind you which would disable its look check and then coming after you
Unless...it's similar to block culling.
Is jayly docs broken
that'd be horrifying and might make it more of a threat
Ikr
just add some wither rose-style blindness flowers all over the place
Maybe not...
Would be cool if the eye flowers did that
They yoink your vision
Yeah the docs mentioned that it only accepts water atm
it did say lava's not allowed atm
wait this component is out?
Seems like it
it's in the game, but could be non-functional
I was just testing to see if the full component works schema wise.
like the other components we got early
😛 like item_visuals
Would be cool if this one worked
if this works i'm on my way to create copper grates that contain water
you'll never get that one!!!
it'll come out under Celebratory Creator Features in 2027
Can anyone send me the link to the vps, please?
Vanilla Packs
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
i wish i had time to learn scriping in BE, it all seems so cool
So the JSON parses it correctly but the game just doesn't utlize it.
Yea
so how long is left in this cycle? the version jumps got me confused
42 more versions
1.16.x00 all over again 
Those were the good old days
the days when everything I made broke within a week because I got stung by the exp features early (I'm glad)
I wonder if these new features require capabilities in the manifest /s
"client_data" capability coming back??
I'm not coping at all that we have two mystery components that parses correctly but does not work.
They should update the UCF description.
Excuse me?
What's the current description
No way you have to enable both UCF and Beta APIs
Clearly we're getting onLiquidTouches()
wait what
so it is in this preview?
still don't know if it functions
Still nothing 😛
Likely non functional and only being parsed
ah
clearly you just need to have some super specific pack UUID to enable it
The Sonic DLC.
Block geo fix 2 electric boogaloo
the answer to all
You know, for a second I thought that was custom liquid
that property wasn't there before 😒
I need them so I can see how to use the input stuff 😔
Could anyone show me how aim assist works?

That property
There's 5 properties
The last one
Mojang...
5?
must be for something like stairs
oh no...
Mojang when it comes to making me angry: 

Rotateable blocks.
education resource in the base game lol
I love how the components in the html docs don't work but the ones in the metadata schemas do.
So the component does work?
No, since the two liquid_detection and item_visual are in the html docs whereas compsotable was in the schemas
I removed player movement and added it back
Oohhh
Neither of which was mentioned in the changelogs
Perfect
the latency on bad connections...
What does the movement vector output if you have slowness 255?
same thing
I guess it stays unchanged
It's just input
it's only directional
is the input vector relative to the player or the world?
world
Good
does not change with camera
Really? That doesn't seem to be the case in your video
that's player relative
this could be useful for maps right?
oops
Just w and s?
yep
w
So how did you move left and right relative to your player head?
in the prior clip, they were just spamming inputs
I thought it was just W and S you used
I just noticed it's xy vector, I thought it'd be an xz vector
the second clip yes
they're moving along one line in that one
the first clip I'm spamming everything
So how did you move sideways in the second clip?
they're moving along the z axis the entire time
the movement direction isn't determined by the camera
Yeah, how?
Your own custom movement?
because the vector returns the local input, it's not affected by rotation
const movement = currentPlayer.inputInfo.getMovementVector()
currentPlayer.applyKnockback(movement.x, movement.y, 0.4, 0);``` it's just this
Oh kay I get it now
getMovementVector() seems to be the local vector and not the in-world vector
That's good
time to make a server-side custom movement system
Is this beta?
I wonder if they'll make .setVelocity work for players once server-authoritive is a thing
It's massive for anyone wanting to anything beyond just 3d Minecraft movement
Yes
Wouldn't that be neat
I'm going insane.
You could also use it for some sort of ingame input system, like selecting a character or seomthing
Without the player themselves moving
oh true
ahh wow
that would be pretty neat
a merchant that shows you several items and you select them via movement
Drone add-ons here we come
isntead of having to click or punch stuff
I didn't even think of that, that's a good idea
sorry, I just filed a patent on it
protesting the patent
ur patent just means I can't distribute it 
Everything sent in this channel actually belongs to me.
couldn't you theoretically make custom turning via left/right by disabling move_left and move_right, then controlling the ride rotation via the new input APIs?
You could, yeah
would still be somewhat responsive for movement since you'd be using the vanilla movement
good luck turning with high ping though
instead of needing to get in the car, you can become the car!
Custom rider mechanics, let's go!
okay, so whens the rotational movement API?
Like detecting camera angle?
controlling things with the camera would be really neat
we can do it rn by reading the rotation every frame, but that doesn't work with the input permission off
I'm wondering how that would work. Would the game just tell us how much the player is attempting to rotate?
I wonder if anyone could show me how the aim assist actually works?
I'd assume it would just be a vector representing that
It said it has a special texture for block selection
it's the same as movement
I'm wondering what that looks like
#1298673593923801111 message
#1298673593923801111 message
time to delay my add-ons update even further to mess around with something new
I guess the problem comes in when you deal with sensitivity and mouse/touch inputs
for a joystick it's pretty simple
Every preview be like that nowadays
I wanna mess with the new input APIs, but I have work to do 😔
I'm "working"
Intriguing that all new worlds still have the data_driven_vanilla_blocks_and_items experiment
Oh thanks for remdining me to check something
When was this added
A while now, maybe 1.16.100+
what happens when that's turned off?
Are we still able to override dirt
does it just eliminate all data-driven vanilla items?
gametest
they're never renaming that
We re-named it internalyl but aint no way we are going to rename it in level.dat. Not worth the time lol
Hahaha
I mean mabye one rainy day, but probably not.
but how are we supposed to deal with seeing that in the level.dat?!?!
It's also just...not worth it lol! Who actually checks level.dat?
the game
Minecraft is such a "tooled" game that lots of people do, but also lots of people don't. IDK!
A tool to use a tool to make games.
:0
the new resin bricks look so much like palladium in terraria
I wonder how customizable aim assist rendering is
We got "Aim Assist" in Minecraft before GTA 6! 💀
finally i'll be able to do my thing
The new creaking animations are so cool
does this mean custom keybinds
no
aw
i cant javascript and bridge is broken for me so i havent made addons in a little while lol
but you could make the movement/sneak/jump buttons do different things
oh
Should not cap the minecart speed, and release that limitation like in java
That's an experiment for now.
I want lag
Crying in the club
Whasat
Q: Is the Education Edition "cheat" toggle on on your world?
lower down, cheats
here you go
How does the animation when interacting with an empty bundel look like?
Thank you!
Oooh I had it written down it was 44, whoops
I touch it in packaging automation!
It's outdated? For what?
U4 and the two U5 previews are not yet added but that should be it.
and now we'll never see the slate item again
It's always there for you, in the EDU version 🙂
Pretty good preview this time. The input APIs and aim assist are neat.
"pretty good"
"neat"
I'll be entertained once I get ahold of the /placefeature command
I got plans for it
It's called /aimassist not /entertain
What would a /entertain do?
enable more toggles
Air tag. And plays subway surfer.
Why haven't we got an air tag yet? or at least a way to query for air
Also we need a way to keep snow from forming on custom blocks
I tried making a script that uses a custom component to remove snow layers from atop of custom blocks and it only works on half of the blocks generated through worldgen despite the fact that they said they fixed ticking to work with world generated blocks
SUPER MEGA W UPDATE
apple has a copyright on airtag 😦
I know you're joking but I also know apple
I can see another scrolls situation happening
:O new update for the debugger
Ooh, script profiler.
I'd tried out aim assist a while back — it's super useful… in the right context. I just hope the community (read: Marketplace) is able to take sufficient advantage of it. You've really gotta combine it with these new camera and input detection APIs to get something great out of it.
A while back?
He means within the last 10 hours
someone has access to dev builds
He's living in the future
XD block lightning bug
is it too late to say "thank you mojang devs" and "yall are awesome?"
the input detection is the stuff from my dreams (i think i actually made a suggestion for it in the feedback discord), ty ily and im gonna go mess around with this stuff like a child playing with a new toy 😁
reading ui states in server is crazy
I'm already cooking something
tacos?
Later
Welcome to Mine Kart!
See this @mortal rampart? I have you and the rest of the team to thank ❤️
Quite a lot do.. you need to play around with it from time to time.. its very powerful :3
Looks awesome!
Oh no the horse is drifting!!!
I bet that is counted as animal abuse..
hmmm
how work input velocity?
for example:
if we get input velocity and player will be ride and control rideable entity with high speed, it return velocity of normal state of player or will it take into account the entity?
That’s beautiful :0
NOOO, mixels!!! 😔
I would've used an actual minecart, but there were, technical difficulties.
open_eyeblossom has no block light
That's intentional. The blossom shouldn't prevent any mobs from spawning
i meant at least one light but yeah
So after a day to cook, how are we all feeling about the Preview? Highlights?
I didn't even try the new input systems but I know they are amazing
Just because I needed to create things that would've been much easier with this stuff from preview
Highlights? The aim assist crosshair 
note to self: block SmokeyStack
Damn
😅 A slight skill issue on my part is writing buttonPush instead of playerButtonInput everytime.
Kayla, do it.. its only one click..
Silence. Sweet silence.
lmao
oh dang lol
Did you see my video up the chat?
yup! not sure exactly what you're doing in there, but it looks cool 🙂
Someone clearly hasn't played Mario Kart before
But in all seriousness, I was using the new Input APIs to make custom controls for the horse, allowing to be controlled like a kart. Drift included
I'm really proud of it. I've been playing the video over and over
yea i have been wondering how did you did that
can you explain how did you pulled it off
With a lot of spaghetti code
can I 👀
Sure! (I'm not giving you the code :D)
that's fine
JK, I'll send an add-on later
oh thank you so much
I didn't see a single blue shell
With no one around, there's no #1 to hit. 😔
Would you like to volunteer
That is super cool. Congrats!
Nintendo, hire me to make a Mario Kart DLC!
quit horsing around
?
It's an editor mode thing
Related to editor apis
ah
time to make an ODM gear using this
As tmc player new farm to make
As addon maker input api cool
Does anyone have a clip of the new animation when interacting with an empty budle?
last !!!!!!!!
hi some random potato
Technically now they are not the last
so much easier to implement things like double jump
True!
Speaking of which, what other intputs do we need to detect? I'm think we'll need sprint and camera orbiting
Swinging and blocking will be fantastic
Touch direction on mobile would be amazing
Like something to know where the user is tapping?
Exactly
Maybe that could be baked into interact/attack detection
Or better yet, have a version of getViewDirection that takes this into account. getInteractDirection() or something
For sprinting I am curious,
because you can sprint by w w. A good way to check for that.
If we can eventually check for wasd would it trigger w and then sprint?
Did anyone ever confirm what the input movement direction returned (what exactly the vector seems to be)? I haven't had time to check.
Also can a mod please change this guy's name
That's a good point. I was just thinking of the sprint key itself, but the sprint action can be triggered in another way
It returns a 2d vector. Y is forward/backward and X is left/right
Excellent.
1 to pressed and 0 for un-pressed?
ah nvm
The vector also never has a length greater than 1
ok now i am confused, that mean they can be floats?
-1 to 1 but what are the values between mean
Why it isnt xz is beyond me.
xy makes sense too in this context.
movement vector can be interpreted in anyway you want
And traditionally, inputs with 2 dimensions are represented with X and Y anyway
I don't see why we need a Vector2 and a VectorXZ.
@fervent musk It's a normalized, 2D vector describing the input as a direction. <0, 1> is forward; <0, -1> is backward.
semantics. It really depends on the situation
It doesn't make sense to have a separate definition for an XZ and XY vector. Those are only dummy variables
What's an example of an XZ vector?
I'm so glad you asked! It's used for Dimension.getTopMostBlock!
You see that makes sense
https://stirante.com/script/server/1.16.0-beta.1.21.42-stable/classes/Dimension.html#getTopmostBlock
Documentation for @minecraft/server
You could easily use a normal vector3 that represents a location for that
Which in this case I guess makes sense? Even though you could jist make it accept an x and z param instead of being a Vector2.
Oh, as an input for that method. That should just be a Vec2
Or that
You could do overworld.getTopMostBlock(player.location) and it just works
So is VecXZ simply <x, 0, z>? Is it a 2D vector or 3D?
@mortal rampart Could we get an insight into when Mojang would use Vector2 vs VectorXZ even though it really shouldn't matter since it's a structure?
it's a 2d vector, with 2 axes being X and Z
Silly
Then why is Vector2 not called VectorXY?
Or Vector3 called VectorXYZ.
That's a fair question.
I guess it's because VectorXZ is for more specific cases like this
but Vector2 is more general
As a result, a Vector3 with properties x y z can conform to a VectorXZ, which only has properties x z. I get you
VectorXZ is only used in one method whereas Vector2 is used in 6.
Exactly my point
So it makes the most sense to interpret it as a meaningful conversion of a 3D space into 2D, ignoring the y-position. Perfectly suitable for that method then, IMO
I would not want the movement input vector to be a VectorXZ because there isn't really any meaningful need for Xs and Zs to be world-spaced in that scenario. It's a different space entirely
Right. it can be interpreted in many different ways
So using the general XY makes the most sense
It being X and Z implies there is some sort of rotation to go with it, which there shouldn't be. I guess a y-rotation of 0 would result in similar values if you were to look at the position delta of the player moving relative to that rotation ...
If we used a Vector2 to represent something that is explictly X-Z, you could pass a Vector3 into it and maybe expect it to use the X and Z values, but in reality it would use the X and Y values.
So yeah, basically just a more meaningful conversion between Vec3 -> Vec2
Figured as much. It makes it easier to use that method
So Vec3 can covnert to Vec2 and VecXZ but not vice versa right? Not sure if JS autofills the missing params with 0.
It doesn't
They're just objects. There's no real conversion going on
Now I'm curious if we'll see any other uses for VecXZ in the future.
Vec3 just happens to have the properties that both Vec2 and VecXZ contain
Yeah, but...JS being JS I would not be suprised 🙂
Another way to look at what the function does is with a little pseudocode:
/**
* @param {VectorXZ} locationXZ
* @param {number} minHeight
*/
getTopMostBlock(locationXZ, minHeight?) {
const {x, z} = locationXZ;
// ...
}
I can see that happening.
In theory the value passed into the argument for locationXZ could have any number of properties and it wouldn't matter (?), so long as X and Z are accessible
Uh huh. It doesn't have to be an actual VectorXZ object. Just as long as the object contains x and z properties.
Which is why you can also use Block as a Vector3, and subsequentially, VectorXZ too
Fun question: Does having X Z properties in the prototype chain count for this purpose
What do you mean Block as Vector3?
Block has x, y, and z as direct properties, so it can be used wherever Vector3 is
😛 So it does.
So overworld.getTopmostBlock(block) works too xD
Now I'm curious why Block has xyz and location whereas Entities only have location.
Hmm, I guess it would be nice to use Entity as Vector3 too
Yea, I would expect only the latter to exist if I wanted consistency
Would love to not have to do location.y + 2 or use a Vector Library.
But then again, you can also do getHeadLocation so there are two sets of coordinates you could get from an entity
Vector libraries are the best, especially when home grown. Nothing tastes better
Also, why getHeadLocation() instead of just headLocation?
Probably has to calculate where the head location is.
😛 Because ScriptAPI v1.X.X is very inconsistent and hopefully v2.X.X will solve that. I have many gripes with the current syntax.
It's funny to think about, as it implies the head location is not constantly being updated but can be queried at any time
I wonder if it's some scripting performance concern
readonly properties can be "get methods" in disguise
😅 I'm just used to setters and getters from C++ so having some things just be .location instead of .getLocation() and .setLocation() is weird. Also .cancel not being a function.
same with getRotation()
I cannot wait to upgrade all my code to v2.X.X when it comes out 😛
Generally (and it's not 100% consitent) "cheap" things to calculate are properties, and more "expensive" things to calculate are methods/functions
Tbf even in C++ you dont use setters/getters too often
I love the slate block
Made a "target-lock camera," improved by the new player input API. Regrettable that I cannot have a fixed boom-type camera natively track a target, but I guess this works well enough
Movement permissions are disabled, and I apply knockback to the player to move them. Rotation to the target is converted to a direction vector, and some additional vector math calculates the final direction that the player should be pushed in
that’s kinda cool, and trippy at times
I need to make some additional changes to ensure the player maintains (more or less) the same distance from the target when they strafe around it
the problem with using knockback is knockback resistance
Yea, it is unfortunately not as controlled as I would like.
If I were to develop beyond this proof-of-concept, I need to seriously consider the pros and cons of using the local player actor vs some other entity for the character's position.
The player actor works so well for visuals, but it is also very restricting.
The pig there is my attempt at putting a position on-screen with as minimal interpolation as possible. It's pretty close, but it does stutter.
It is animated purely with Molang. Its actual position is negated, then I control the model's location with actor properties.
yeah
the camera stuff are mostly used for different kinda of game play and you may not need to deal with armors
or you can just use dummy entity as a player, depend on the use case
nice
I have always been wanting to create a good working train link system for minecarts. I have tried a few things but it never worked good enough. I suppose I can try again.
Some things recently are helpful
And camera will be fun to play around woth
With*
It would be great to be able to integrate the aimassist cursor with the new input APIs.
While I could create my own cursor, it wouldn’t be client-side only, which could be a significant drawback in certain situations.
there is no player instance in playerButtonInput event?
Documentation for @minecraft/server
thanks
