#1.21.50.25 - Preview

1 messages · Page 1 of 1 (latest)

gusty cypressBOT
gusty cypressBOT
#

first

novel bison
#

hi

gusty cypressBOT
#

Bedrock Dedicated Server for Minecraft Preview v1.21.50.25 is out now!

valid wharf
#

Yay

wary spruce
#

meow

chilly gate
#

Yo

cosmic hill
#

YO

novel bison
#

yay am first this time

cosmic hill
#

new blocks :()\

crude rain
#

hmm

valid wharf
#

Sad @dense solar noises?

stray kestrel
#

Happy Preview Day ya'll!

wary spruce
valid wharf
#

WAIT WHAT???

rare bramble
#

first

rare gust
#

s

stray kestrel
# valid wharf Sad <@141795954897584129> noises?

@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).

crude rain
dry scarab
stray kestrel
crude rain
#

😲

valid wharf
crude rain
#

FIREEEE 🔥

tribal grail
chilly gate
#

Damn an item that can be used for blocks as well as trims

wary spruce
#

Thank you

stray kestrel
tribal grail
mild haven
#

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"
}
carmine osprey
#

meow meow

stray kestrel
brittle hatch
#

GRAAAAAAAAAAAAAHH

dreamy ermine
#

Why no new deferred goodies

near tulip
#

hi

valid wharf
wary spruce
dreamy ermine
#

😭

sturdy crystal
#

Huh

valid wharf
#

I'll take it!

novel bison
#

i wonder what does it look like

stray kestrel
sturdy crystal
#

No Deferred 😭

near tulip
#

mmmm, resin bricks blessed blessed blessed

jagged spire
#

Omg Happy Preview day \o/

dreamy ermine
valid wharf
#

The resin bricks look way too close to my honey blocks from my unreleased add-on... 🥹

near tulip
#

i can think of a lot of building ideas with it

chilly gate
#

What is Aim Assist supposed to do

rare gust
sturdy crystal
#

I don't even play this game outside of deferred 😞

valid wharf
stray kestrel
rare bramble
dreamy ermine
#

Like it has the full feature set?

pulsar hound
rare bramble
#

instead of freaking out with the jarring changes to controls

jagged spire
rare gust
stray kestrel
rare gust
#

Ah, fair enough. That is needed.

jagged spire
#

There will definitely be new features but they are working on optimization right now, is what I think kayla is trying to say

valid wharf
last nebula
#

I think it's just sneak and jump for now, right?

dreamy ermine
#

Well at least android players can enjoy deferred smoothly now

chilly gate
pulsar hound
rare bramble
#

idk, I kinda want to test

near tulip
rare bramble
#

microsoft store do your thing

cyan wharf
#

I love the new preview changelog page

stray kestrel
# wary spruce Does it detect all inputs or only specific ones?

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!

jagged spire
valid wharf
#

Limitations breeds innovations.

pallid swan
#

ello

jagged spire
stray kestrel
grim oasis
dreamy ermine
#

Wait has these optimizations for deferred already released in this preview?

near tulip
cyan wharf
#

well the minecraft net one looks like 1000 times better

dreamy ermine
#

Oh

#

Ok

rare bramble
#

trying to remember what I wanted to do with input reading a while back

minor cosmos
#

We can read input directly now? Yipee

pulsar hound
rare bramble
#

although jumping and sneaking can already be detected withe the current api tools

minor cosmos
#

My project just might be possible now

wary spruce
dreamy ermine
native abyss
#

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

rare gust
#

I wonder if this means that they're also gonna improve on stuff within Deferred while doing optimizations.

prime lynx
#

WHAT THE

near tulip
#

Im glad that Deferred is going to be mostly optimizations now tbh

rare gust
#

Yep!!

dreamy ermine
spiral bane
#

:O Input reading

grim oasis
#

👀

analog topaz
native abyss
# valid wharf WAIT WHAT???

Can someone verify if you can get the movement vector even if the player isn't actually moving like with slowness or something?

stray kestrel
prime lynx
near tulip
dreamy ermine
stray kestrel
minor cosmos
#

Super Duper Graphics Pack

valid wharf
#

Hey kayla, why is aim assist a separate command? Is it not meant to be used in conjuction with camera?

near tulip
stray kestrel
native abyss
livid void
#

oh yeees

near tulip
#

Like how in Java they have "Fabulous Graphics"

rare bramble
lyric mountain
#

Hi

sturdy crystal
near tulip
#

True

grim oasis
#

Yes

minor cosmos
#

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

near tulip
#

Deferred Graphics Mode

grim oasis
#

Deferred is already good

rare bramble
#

oh wait

gusty cypressBOT
#

Minecraft Preview v1.21.50.25 is out now on the Microsoft Store!

livid void
rare gust
#

yay

minor cosmos
#

But I'm guessing it's a normalized vector of the actual movement direction from the player's input

rare bramble
#

nvm I know what to use this for

novel bison
#

Luxurious Graphics.

rare bramble
#

It works even if input permission is disabled, which means we could more easily make our "characters" move based on our input

grim oasis
sturdy crystal
minor cosmos
#

What'll be interesting is if this vector is "raw" in the sense of being world-spaced, or if it is local spaced

lyric mountain
#

Wow cool apis for sure!!

sturdy crystal
rare bramble
#

disable player input, read input -> apply input to new entity

grim oasis
#

G

near tulip
#

Update is out on Android

minor cosmos
#

This is exactly what I plan to use it for.

rare gust
#

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.

hallow narwhal
pallid swan
fervent musk
#

this is cool

minor cosmos
#

Make an entity with no interpolation, move it according to raw movement, animate interpolation manually accordingly

lyric mountain
#

Looking for TS generator to drop

native abyss
cosmic hill
dreamy ermine
grim oasis
pallid swan
#

What the hell does this mean I couldn't understand

minor cosmos
rare gust
rare bramble
#

this would also allow us to make proper movement within a different plane that wouldn't get janky when dealing with player movement

pallid swan
stray kestrel
dreamy ermine
#

Well cubemaps need to be fixed in general

rare gust
#

I think the biggest problem I have right now is how IBL reflections applies to things that isn't even reflective.

minor cosmos
rare bramble
#

now how exactly would you apply that movement to another entity

#

Isn't teleporting still the only way to do it

dreamy ermine
prime lynx
grim oasis
dreamy ermine
#

I like glossy grass

pallid swan
prime lynx
native abyss
rare gust
rare bramble
#

ahh ig

grim oasis
livid void
# livid void oh yeees

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

minor cosmos
#

You would need to be careful with applying impulse velocity and knockback, since the effect stacks. I would probably teleport it yeah

fervent musk
# cosmic hill what does that mean?

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

minor cosmos
#

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?)

prime lynx
#

we just need setVelocity(velocity: Vector3)

rare bramble
#

could you spam clear velocity and apply knockback at the same time?

#

not sure how that would look

minor cosmos
#

You could. Releasing movement would mean no smooth deceleration though

lone perch
#

Wouldn’t this made binding keys for addons easier? Sorry just got here and confused

sturdy oar
#

New blocks, new plants that have a day and night function??? That's amazing!

livid void
stray kestrel
lyric mountain
#

Some types here

native abyss
native abyss
lyric mountain
#

I am really excited about shutdown event as well

minor cosmos
runic onyx
#

hi guys

native abyss
minor cosmos
#

I really want to play with the new input vector stuff

shut violet
#

i need someone to explain the word "spettyf"

rare gust
#

Time to check the new things

lyric mountain
#

Did someone share the new schema for jigsaw?

rare bramble
#

time to totally not slack off at my remote job

prime lynx
native abyss
minor cosmos
shut violet
native abyss
rare gust
lyric mountain
native abyss
lyric mountain
#

no its new

rare gust
#

Uh what is this?

stray kestrel
#

I can't wait to see ya'll play with camera aim-assist

tribal grail
#

Education thingy

shut violet
dreamy ermine
lyric mountain
#

Check that repo

rare gust
sturdy oar
rare gust
#

Glow texture?

lyric mountain
#

what is nature block?

rustic valley
minor cosmos
rare gust
sturdy oar
# rare gust Glow texture?

Wait...that can't be done with current custom blocks, right? Usually it's just the entire texture glowing or not, right?

mild haven
#

you can't do it at all with custom blocks unless you want them to emit light

solemn forum
#

world.afterEvents.playerButtonInput Nice

late nymph
mild haven
#

the eyeblossom uses two textures for the stem and eyes

rare gust
#

funny :P

sturdy oar
rustic valley
novel bison
#

they're not .tga format? interesting.

mortal rampart
#

HAPPY PREVIEW DAY

native abyss
rare gust
#

Would love to have that as a block material.

stray kestrel
rare bramble
#

new content log error spam just dropped for me 😔

#

I am not attempting to override the geometry on anything

valid wharf
#

Intriguing

azure charm
#

nom

rare bramble
#

this is blasphemy

azure charm
#

what me miss?

tribal grail
valid wharf
tribal grail
#

Along with many other goodies

azure charm
prime lynx
#

even when disabled with inputPermissions

azure charm
#

love that they finally document the protocol in change logs lmao

rare gust
#

Yea, deferred is a little broken this week it seems during night time.

runic onyx
#

The devs finally figure out exposing movement controls without exposing keyboard keys lol

sage cargo
#

another day, another update

#

devs are probably in their peak xD

rustic valley
native abyss
#

Liquid detection

rare bramble
#

YES

prime lynx
rare bramble
#

The thing I've been waiting for

lone perch
#

What that mean

prime lynx
#

wait

karmic mesa
#

I'm late to such an amazing preview whyvanish

rare bramble
karmic mesa
#

curse my sleep schedule

prime lynx
# native abyss

"currently water is the only supported liquid"
Lavalogging or/and custom liquids???

stray kestrel
rare gust
#

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 😔

runic onyx
#

Puzzle block?

native abyss
#

trim_material.resin.name=Resin Material
Did I miss the fact this was in the preview?

rare gust
mild haven
native abyss
# native abyss

Do we have :compostable since that was only in the schemas and not mentioned in changelogs iirc

rare gust
#

It works I think

prime lynx
#

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

karmic mesa
# native abyss

so theoretically, you could have a waterlogged block that can still get washed away?

mild haven
#

rails

karmic mesa
#

liquid_detection is a weird name though

karmic mesa
rare bramble
mild haven
karmic mesa
#

I thought it just flowed through

mild haven
#

which was 5 years ago

karmic mesa
#

like redstone repeaters do

cosmic hill
clear elk
#

theres some interesting stuff this preview

rare bramble
karmic mesa
#

has anyone sent the overloads for /aimassist?

shut violet
#

aim assist (the 4-cornered thing)

cosmic hill
prime lynx
clear elk
#

the resin blocks look interesting imo

native abyss
clear elk
#

wonder what else Mojang is planning for resin

prime lynx
#

I want some redstone block with resin

rare bramble
#

It was mentioned in the blocks Q&A

junior raven
clear elk
#

lol

prime lynx
karmic mesa
#

how'd it behave before that was incorrect?

rare bramble
#

oh what I thought the aim assist command was just oging to be a true false thing what is all this stuff

cosmic hill
median wyvern
carmine osprey
#

i like these orangesbao_icon_particles

rare bramble
#

how am I supposed to read the rest of the line lol

karmic mesa
#

to bedrock samples metadata it is!

rare bramble
#

I'm not quite sure what the x and y angles are for

mild haven
#
/aimassist <players> set [x angle] [y angle] [max distance] [target mode: distance | angle] [preset id]
karmic mesa
#

I love it when they make single value enums

clear elk
#

that makes a lot of sense

hollow cloud
# stray kestrel ooo I like it!

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

valid wharf
#

Yeah...this is minecraft legends

junior raven
#

I have a question. Will it be possible to add a button to the game screen and trigger something with a script?

dreamy ermine
rare bramble
#

oh god

karmic mesa
#

maybe sometime in the future, hopefully with client scripting if that ever happens

native abyss
#

I'm sure if we do get keybinds they'd need to be defined in json

rare bramble
#

I guess it's used for adjusting something

#

ahh it's grabbing the nearest block within that angle

mild haven
#

oh it changes your selection

fading merlin
#

Ok, I like a lot the bright color from the armor

valid wharf
#

Yeah you cant select entities as well.

prime lynx
valid wharf
clear elk
karmic mesa
#

does aim assist work for keyboard and mouse?

rare bramble
karmic mesa
#

and is there any user-facing setting to turn it off like camera shake?

clear elk
#

ngl the resin trim looks better than the gold one

echo summit
#

Good deferred is getting some optimizations

karmic mesa
#

interesting

echo summit
#

Mobile is borderline unplayable when point lights are involved lol

rare gust
echo summit
#

We will get the more flashy stuff later. Let them fix things

native abyss
echo summit
#

Also the new blocks are nice

#

Adds some juice to a bland biome for sure

nova quiver
prime lynx
#

for what is this tho? editor?

native abyss
#

Yes

nova quiver
rare bramble
native abyss
#

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?

karmic mesa
fading merlin
native abyss
karmic mesa
#

what's the preset id stuff for /aimassist?

valid wharf
karmic mesa
#

is that to do with the categories I saw earlier?

rare bramble
#

erm this texture is NOT 16x16

valid wharf
rare bramble
# rare bramble

ahh okay, so distance means it grabs the closest blocks, you'd want to use angle for anything else it seems

valid wharf
native abyss
#

Can you place any of those with .placeJigsaw() other than the ones king showed last time

nova quiver
karmic mesa
#

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?

rare gust
rare bramble
#

I believe so

#

very curious in seeing this on entities in the future

cosmic hill
native abyss
#

Does minecraft:item_visual work this preview?

rare bramble
#

what

valid wharf
karmic mesa
#

slight issue with the default aimassist preset

#

can't place this lily pad because it's not included in the default liquid_targeting_list

mild haven
native abyss
#

A carried block?

mild haven
#

item

native abyss
#

Ah

fervent musk
#

can we disable aiming by using low values?

grim finch
#

MOJANG COOKED WITH THIS ONE bao_icon_particles bao_icon_particles bao_bee_happy bao_bee_happy

rare bramble
fervent musk
rare bramble
#

oh wait I see what you're saying

tepid root
#

Hey guys how do i get the ip of a dedicated server

rare bramble
#

setting it to 1 disables you from interacting with or breaking anything

fierce nimbus
rare bramble
#

nvm

rare bramble
# fervent musk 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

nova quiver
#

the slate in the creative inventory is just a block from education edition

tepid root
#

how do i get the ip of this dedicated servers

fervent musk
karmic mesa
#

weird how you can set your aimassist to reach further than you can actually break blocks from

karmic mesa
nova quiver
lyric badger
mortal rampart
rare bramble
mortal rampart
rare bramble
#

but the minimum has to be 1

mortal rampart
karmic mesa
fervent musk
karmic mesa
rare bramble
karmic mesa
#

we have the inputpermission to disable rotation

karmic mesa
stray kestrel
fervent musk
rare bramble
#

can't mobile reach way further

mild haven
karmic mesa
fervent musk
misty zenith
karmic mesa
#

unless mobile is reaching 16 blocks, it's a pretty weird limit

rare bramble
#

idk

valid wharf
rare bramble
#

aim assist on mobs will be pretty funny if it works with bows

#

start curving arrows

karmic mesa
fervent musk
karmic mesa
#

I'm hoping it means ranged item aim assist

grim finch
valid wharf
rare bramble
grim finch
#

ohhh

karmic mesa
#

quite the limit

mortal rampart
# tepid root ty

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 😄 )

slender raptor
stray kestrel
# karmic mesa quite the limit

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.

tepid root
karmic mesa
#

this is pretty neat though

karmic mesa
mild haven
#

does it work with different chiselled bookshelf slots

valid wharf
#

Mr navi, where are types?

karmic mesa
runic onyx
#

navi where are the types

karmic mesa
#

here's the default for aimassist

valid wharf
karmic mesa
#

I assume they're weights

#

bigger weight = more likely to get targetted

rare bramble
karmic mesa
#

I assume it scales by distance (or angle) as well

karmic mesa
rare bramble
karmic mesa
#

I just default to checking the install

valid wharf
#

Having docs be publish 1 hour before the preview would be nice.

rare bramble
#

there's no aim_assist folder in the sample packs so guess not

mossy elbow
#

Is it just me or does anyone else think the resin blocks look like spaghetti-o's

valid wharf
mossy elbow
#

You're very welcome

daring summit
#

does the new flower actually glow material-wise?

rare bramble
#

I wonder what determines whether something is put into the github sample pack vs only in the windows folder

rare bramble
#

erm ackchewually

valid wharf
#

Bundles were not added if I recall until they got out of the toggle.

karmic mesa
valid wharf
karmic mesa
#

I'll try it

#

it doesn't seem like holding an arrow blocks the aim assist tho

valid wharf
#

They...obfuscated the profanity filter?

karmic mesa
#

but placed bedrock does get ignored by aim assist

karmic mesa
#

might be a mistake or just not functional atm for item exclusions

#

really cool

valid wharf
#

Did y'all try the liquid_detection?

karmic mesa
#

I did

nova quiver
#

Nothing right?

karmic mesa
#

it's liquid clipping

#

oh nvm

#

I thought you meant the preset thing

#

liquid_targeting_list

nova quiver
#

So with the addition of the new flowers, does that mean we can get blindness in survival now?

tepid root
#

And where do i put this code to join my own server in the own machine running the server?

tepid root
#

in the cmd?

valid wharf
#

Doesn't seem to work.

karmic mesa
#

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

echo summit
#

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

valid wharf
#

Here's the schema

echo summit
#

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

valid wharf
#

Unless...it's similar to block culling.

misty rain
#

Is jayly docs broken

karmic mesa
echo summit
#

Ikr

karmic mesa
#

just add some wither rose-style blindness flowers all over the place

valid wharf
#

Maybe not...

echo summit
#

They yoink your vision

native abyss
karmic mesa
rare gust
#

wait this component is out?

native abyss
karmic mesa
valid wharf
karmic mesa
#

like the other components we got early

valid wharf
rare gust
#

Would be cool if this one worked

mild haven
#

if this works i'm on my way to create copper grates that contain water

karmic mesa
#

it'll come out under Celebratory Creator Features in 2027

rare gust
#

Can anyone send me the link to the vps, please?

unborn berryBOT
rare gust
#

thank youu

#

Time to have fun!!

echo summit
#

i wish i had time to learn scriping in BE, it all seems so cool

valid wharf
#

So the JSON parses it correctly but the game just doesn't utlize it.

rare gust
#

Yea

karmic mesa
#

so how long is left in this cycle? the version jumps got me confused

karmic mesa
#

1.16.x00 all over again whyvanish

lyric badger
karmic mesa
#

the days when everything I made broke within a week because I got stung by the exp features early (I'm glad)

valid wharf
#

I wonder if these new features require capabilities in the manifest /s

karmic mesa
#

"client_data" capability coming back??

valid wharf
#

I'm not coping at all that we have two mystery components that parses correctly but does not work.

#

clueless They should update the UCF description.

#

Excuse me?

native abyss
#

What's the current description

valid wharf
#

No way you have to enable both UCF and Beta APIs

native abyss
valid wharf
#

MOAR custom components

#

Ok cool, you need both toggles.

rare bramble
#

wait what

karmic mesa
#

the disparity within the error messages

#

amazing

rare bramble
#

so it is in this preview?

karmic mesa
#

still don't know if it functions

valid wharf
#

Still nothing 😛

native abyss
rare bramble
#

ah

karmic mesa
#

clearly you just need to have some super specific pack UUID to enable it

native abyss
karmic mesa
nova quiver
valid wharf
#

And MS Docs and NPM types aren't out yet? Busy day at HQ.

nova quiver
rare bramble
#

I need them so I can see how to use the input stuff 😔

lone perch
#

Could anyone show me how aim assist works?

valid wharf
valid wharf
#

Mojang...

rare bramble
#

5?

karmic mesa
#

must be for something like stairs

karmic mesa
valid wharf
#

Mojang when it comes to making me angry: chad

karmic mesa
#

wait hold on

#

wdym "up"?

#

what liquid flows up...

valid wharf
valid wharf
karmic mesa
#

hm

#

yeah, I guess it would be useful for something like a hollow log

zenith cipher
#

education resource in the base game lol

valid wharf
#

I love how the components in the html docs don't work but the ones in the metadata schemas do.

valid wharf
rare bramble
native abyss
nova quiver
karmic mesa
native abyss
rare bramble
#

same thing

nova quiver
#

It's just input

rare bramble
#

it's only directional

karmic mesa
rare bramble
#

world

native abyss
rare bramble
#

does not change with camera

karmic mesa
#

neat

#

still need to do trig for some stuff then, but cool nonetheless

nova quiver
rare bramble
karmic mesa
#

that's player relative

zenith cipher
rare bramble
#

oops

karmic mesa
#

you're pressing the same inputs there while rotating, right?

#

which inputs?

rare bramble
#

yes

#

w s

nova quiver
#

Just w and s?

rare bramble
#

yep

karmic mesa
#

so forward and back are y, interesting

#

which is positive?

rare bramble
#

w

nova quiver
#

So how did you move left and right relative to your player head?

rare bramble
#

a and d

#

lol

karmic mesa
nova quiver
#

I thought it was just W and S you used

native abyss
# rare bramble

I just noticed it's xy vector, I thought it'd be an xz vector

karmic mesa
#

they're moving along one line in that one

rare bramble
#

the first clip I'm spamming everything

nova quiver
karmic mesa
#

they're moving along the z axis the entire time

rare bramble
#

the movement direction isn't determined by the camera

nova quiver
nova quiver
karmic mesa
#

because the vector returns the local input, it's not affected by rotation

rare bramble
#
const movement = currentPlayer.inputInfo.getMovementVector()
        currentPlayer.applyKnockback(movement.x, movement.y, 0.4, 0);``` it's just this
nova quiver
#

Oh kay I get it now

karmic mesa
#

getMovementVector() seems to be the local vector and not the in-world vector

nova quiver
#

That's good

karmic mesa
#

time to make a server-side custom movement system

karmic mesa
#

I wonder if they'll make .setVelocity work for players once server-authoritive is a thing

rare bramble
native abyss
karmic mesa
#

I'm realizing how powerful this new API is for vehicles

#

this is actually amazing

valid wharf
#

meta_steve I'm going insane.

nova quiver
#

Without the player themselves moving

rare bramble
#

oh true

nova quiver
#

Or controlling a custom overhead camera

#

Like a drone

rare bramble
#

ahh wow

karmic mesa
#

that would be pretty neat

rare bramble
#

a merchant that shows you several items and you select them via movement

nova quiver
#

Drone add-ons here we come

rare bramble
#

isntead of having to click or punch stuff

native abyss
karmic mesa
#

custom entity UIs will go crazy with this change

#

no longer just right/left click

rare bramble
#

sorry, I just filed a patent on it

nova quiver
#

Dang you

#

You stole my idea

karmic mesa
#

ur patent just means I can't distribute it sunglas

valid wharf
#

clueless Everything sent in this channel actually belongs to me.

rare bramble
#

this isn't disclosed anywhere

#

and I did not sign a ToS

#

you're being sued

karmic mesa
#

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?

nova quiver
#

You could, yeah

karmic mesa
#

would still be somewhat responsive for movement since you'd be using the vanilla movement

#

good luck turning with high ping though

rare bramble
#

instead of needing to get in the car, you can become the car!

nova quiver
#

Custom rider mechanics, let's go!

karmic mesa
#

okay, so whens the rotational movement API?

nova quiver
#

Like detecting camera angle?

karmic mesa
#

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

nova quiver
#

I'm wondering how that would work. Would the game just tell us how much the player is attempting to rotate?

lone perch
#

I wonder if anyone could show me how the aim assist actually works?

karmic mesa
lone perch
#

It said it has a special texture for block selection

karmic mesa
#

it's the same as movement

lone perch
#

I'm wondering what that looks like

karmic mesa
#

#1298673593923801111 message

rare bramble
#

time to delay my add-ons update even further to mess around with something new

karmic mesa
#

for a joystick it's pretty simple

native abyss
rare bramble
#

yeah but this one just got my idea train going

#

last couple haven't

karmic mesa
#

I wanna mess with the new input APIs, but I have work to do 😔

rare bramble
#

I'm "working"

valid wharf
#

Intriguing that all new worlds still have the data_driven_vanilla_blocks_and_items experiment

rare gust
#

Oh thanks for remdining me to check something

valid wharf
#

A while now, maybe 1.16.100+

karmic mesa
#

what happens when that's turned off?

native abyss
#

Are we still able to override dirt

karmic mesa
#

does it just eliminate all data-driven vanilla items?

valid wharf
#

No idea.

#

Here's all the experimental toggles enabled.

rare gust
#

gametest

karmic mesa
#

they're never renaming that

mortal rampart
#

We re-named it internalyl but aint no way we are going to rename it in level.dat. Not worth the time lol

rare gust
#

Hahaha

mortal rampart
#

I mean mabye one rainy day, but probably not.

karmic mesa
#

but how are we supposed to deal with seeing that in the level.dat?!?!

valid wharf
runic onyx
#

the game

mortal rampart
valid wharf
late nymph
lavish dagger
#

the new resin bricks look so much like palladium in terraria

late nymph
#

I wonder how customizable aim assist rendering is

calm flax
#

We got "Aim Assist" in Minecraft before GTA 6! 💀

feral jay
trim niche
#

The new creaking animations are so cool

trim niche
mild haven
#

no

trim niche
#

aw

#

i cant javascript and bridge is broken for me so i havent made addons in a little while lol

mild haven
#

but you could make the movement/sneak/jump buttons do different things

trim niche
#

oh

native abyss
#

Bridge is outdated

#

Drop it

north fiber
#

Should not cap the minecart speed, and release that limitation like in java

valid wharf
#

That's an experiment for now.

north fiber
#

I want lag

dense solar
rare mulch
#

Anyone got this in the last preview?

shut sand
rare mulch
#

idk

#

perhaps something related to education edition?

stray kestrel
rare mulch
stray kestrel
#

lower down, cheats

rare bramble
lone perch
#

How does the animation when interacting with an empty bundel look like?

stray kestrel
urban hazel
#

Happy preview!

#

INPUT APIS AHHHH

urban hazel
urban hazel
urban hazel
rustic valley
stray kestrel
humble prawn
#

Pretty good preview this time. The input APIs and aim assist are neat.

stray kestrel
#

"pretty good"
"neat"

wary spruce
#

We want MOAR

#

Moar toggles too

rustic valley
#

I got plans for it

valid wharf
rustic valley
#

What would a /entertain do?

analog topaz
#

enable more toggles

valid wharf
rustic valley
#

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

raven zodiac
#

SUPER MEGA W UPDATE

mortal rampart
rustic valley
#

I can see another scrolls situation happening

raven zodiac
#

:O new update for the debugger

valid wharf
#

Ooh, script profiler.

last nebula
#

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.

valid wharf
#

side_eye A while back?

rare bramble
#

He means within the last 10 hours

rustic valley
#

someone has access to dev builds

rare bramble
#

He's living in the future

tough swift
#

XD block lightning bug

rare lava
#

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 😁

loud marsh
#

reading ui states in server is crazy

nova quiver
mortal rampart
nova quiver
nova quiver
azure charm
azure charm
rare bramble
azure charm
#

I bet that is counted as animal abuse..

livid void
#

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?

rare lava
brittle hatch
nova quiver
fiery flare
#

open_eyeblossom has no block light

nova quiver
sand vapor
#

BUTTON INPUTS

#

OMG

#

YES

fiery flare
stray kestrel
#

So after a day to cook, how are we all feeling about the Preview? Highlights?

prime lynx
valid wharf
stray kestrel
valid wharf
wary spruce
#

Damn

valid wharf
#

😅 A slight skill issue on my part is writing buttonPush instead of playerButtonInput everytime.

azure charm
#

Kayla, do it.. its only one click..

stray kestrel
#

Silence. Sweet silence.

grim finch
#

lmao

cosmic hill
#

oh dang lol

nova quiver
stray kestrel
nova quiver
nova quiver
#

I'm really proud of it. I've been playing the video over and over

cosmic hill
cosmic hill
nova quiver
cosmic hill
nova quiver
cosmic hill
nova quiver
#

JK, I'll send an add-on later

cosmic hill
mortal rampart
nova quiver
#

Would you like to volunteer

stray kestrel
nova quiver
#

Nintendo, hire me to make a Mario Kart DLC!

mortal rampart
daring radish
nova quiver
lyric mountain
daring radish
#

ah

tidal hawk
pulsar hound
lone perch
#

Does anyone have a clip of the new animation when interacting with an empty budle?

acoustic slate
#

last !!!!!!!!

grim finch
#

hi some random potato

cosmic hill
#

Technically now they are not the last

rare bramble
nova quiver
rare bramble
#

Swinging and blocking will be fantastic

late nymph
#

Touch direction on mobile would be amazing

nova quiver
late nymph
#

Exactly

nova quiver
nova quiver
# late nymph Exactly

Or better yet, have a version of getViewDirection that takes this into account. getInteractDirection() or something

valid wharf
#

For sprinting I am curious, Thinkdricks 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?

minor cosmos
#

Did anyone ever confirm what the input movement direction returned (what exactly the vector seems to be)? I haven't had time to check.

minor cosmos
nova quiver
nova quiver
minor cosmos
#

Excellent.

fervent musk
#

ah nvm

nova quiver
fervent musk
#

ok now i am confused, that mean they can be floats?
-1 to 1 but what are the values between mean

valid wharf
nova quiver
#

movement vector can be interpreted in anyway you want

valid wharf
nova quiver
#

And traditionally, inputs with 2 dimensions are represented with X and Y anyway

valid wharf
#

I don't see why we need a Vector2 and a VectorXZ.

minor cosmos
#

@fervent musk It's a normalized, 2D vector describing the input as a direction. <0, 1> is forward; <0, -1> is backward.

nova quiver
minor cosmos
#

It doesn't make sense to have a separate definition for an XZ and XY vector. Those are only dummy variables

minor cosmos
valid wharf
nova quiver
#

You see that makes sense

nova quiver
#

You could easily use a normal vector3 that represents a location for that

valid wharf
#

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.

minor cosmos
#

Oh, as an input for that method. That should just be a Vec2

nova quiver
#

You could do overworld.getTopMostBlock(player.location) and it just works

minor cosmos
#

So is VecXZ simply <x, 0, z>? Is it a 2D vector or 3D?

valid wharf
#

@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?

nova quiver
minor cosmos
#

Silly

valid wharf
#

Or Vector3 called VectorXYZ.

nova quiver
#

I guess it's because VectorXZ is for more specific cases like this

#

but Vector2 is more general

minor cosmos
valid wharf
#

VectorXZ is only used in one method whereas Vector2 is used in 6.

nova quiver
#

Exactly my point

minor cosmos
#

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

nova quiver
#

Right. it can be interpreted in many different ways

#

So using the general XY makes the most sense

minor cosmos
#

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 ...

mortal rampart
#

So yeah, basically just a more meaningful conversion between Vec3 -> Vec2

nova quiver
#

Figured as much. It makes it easier to use that method

valid wharf
mortal rampart
#

It doesn't

nova quiver
valid wharf
#

Now I'm curious if we'll see any other uses for VecXZ in the future.

nova quiver
#

Vec3 just happens to have the properties that both Vec2 and VecXZ contain

valid wharf
minor cosmos
#

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;
  // ...
}
valid wharf
#

I can see that happening.

minor cosmos
#

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

nova quiver
#

Which is why you can also use Block as a Vector3, and subsequentially, VectorXZ too

minor cosmos
#

Fun question: Does having X Z properties in the prototype chain count for this purpose

valid wharf
#

What do you mean Block as Vector3?

nova quiver
valid wharf
#

😛 So it does.

nova quiver
#

So overworld.getTopmostBlock(block) works too xD

valid wharf
#

Now I'm curious why Block has xyz and location whereas Entities only have location.

nova quiver
#

Hmm, I guess it would be nice to use Entity as Vector3 too

minor cosmos
#

Yea, I would expect only the latter to exist if I wanted consistency

valid wharf
#

Would love to not have to do location.y + 2 or use a Vector Library.

nova quiver
minor cosmos
#

Vector libraries are the best, especially when home grown. Nothing tastes better

nova quiver
#

Also, why getHeadLocation() instead of just headLocation?

minor cosmos
#

Probably has to calculate where the head location is.

valid wharf
minor cosmos
#

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

nova quiver
#

readonly properties can be "get methods" in disguise

valid wharf
#

😅 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.

fervent musk
#

same with getRotation()

valid wharf
#

I cannot wait to upgrade all my code to v2.X.X when it comes out 😛

mortal rampart
#

Generally (and it's not 100% consitent) "cheap" things to calculate are properties, and more "expensive" things to calculate are methods/functions

azure charm
jagged spire
#

I love the slate block

minor cosmos
#

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

runic onyx
#

that’s kinda cool, and trippy at times

minor cosmos
#

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

fervent musk
#

the problem with using knockback is knockback resistance

minor cosmos
#

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.

fervent musk
#

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

north fiber
#

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*

dense forge
#

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.

fervent musk
#

there is no player instance in playerButtonInput event?

fervent musk
#

thanks