#๐ŸŒ Preview 1.21.80.25

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forest holly
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I gotta play that. I just keep hearing about how good it is

valid prism
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wait so will we have shadows in the end now?

coral sentinel
rapid bison
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Something that I've realized is that when I turn on actions and stuff, vv doesn't work

raw heath
valid prism
raw heath
coral sentinel
rapid bison
valid prism
raw heath
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I absolutely love that this is the approach they took for the End. I was not expecting it, but it actually does so much for making me excited to explore and build in the End.

coral sentinel
forest holly
#

It likely might not be performant but this would be dope

valid prism
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oki

hallow lark
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I think it would be great if packs can keep the "sun" in the end, but have this effect as a default or something.

forest holly
rapid bison
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why is this water depressed

forest holly
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Water underground is quite buggy

scarlet grotto
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This looks great but my attention went straight to her clipping through the pillar. ๐Ÿคฃ

raw heath
tidal ruin
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Hey, how do i return to the release version?

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The movie server join button disappeared when i installed the beta to test, but even after exiting the play store program it didn't let me download a different version

celest scaffold
tidal ruin
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It is quite annoying how we can't just. Install a previous version

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Java has a launcher, but bedrock and especially the mobile version have to contend with that

oblique shuttle
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Am I the only one that has near constant crashes with the preview version?

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It's basically unplayable

tidal ruin
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That sounds accurate to a preview version

celest scaffold
simple creek
oblique shuttle
tidal ruin
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Isn't it just the vibrant visuals overloading your device?

oblique shuttle
#

no

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I have a 3080

tranquil inlet
oblique shuttle
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just telporting crashes the game for me

tidal ruin
simple creek
oblique shuttle
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Here's what crashes for me

  • Basically anything
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I know it's not because of my hardware.. It's much better then what minecraft needs.

simple creek
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And is the game closing completely or just restarting

tidal ruin
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See if there's a crash log, see if a reason is given

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Otherwise just return to the release version and wait for next week's preview

simple creek
#

On that note Couple of things to be expected for deferred/VV in next weeks preview: fixes for local exposure, fix to how transparent blocks are rendered, fix to water, fix to a new issue with bright color/glow on the screen (mainly on android).

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Most of these fixes should be in the preview

tidal ruin
celest scaffold
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Longer than that I had to wait days iirc

spice plover
#

Reinstalling the game shouldn't be that bad as android does have "Keep app data" as uninstall option, so you don't lose your stuff.

plain magnet
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Society if Android had preview.

tidal ruin
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I sure hope so, really didn't wanna have to uninstall it first

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Android has preview, that's the problem

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I can't get out of preview

plain magnet
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It doesn't have Preview.

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That's beta.

spice plover
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That's beta, it's different than preview.

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preview is a separate app completely like some cloned app but only beta stuff.

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so you get to keep both stable and beta at the same time.

tidal ruin
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Ah i see

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God i hate the latest android

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I can't backup the app data manually

valid prism
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YESSS THEY FIXED PARTICLES IN DEFERRED

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NOW I CAN HAVE CUSTOM CLOUDS

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They used to be extremely bright and you could barely see anything when you looked at them

cold bluff
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Blocks that use alpha_test_single_sided become opaque at a distance when they are in the same chunk as blocks with alpha_test_single_sided_to_opaque, is this a known problem?

plain magnet
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takenotes Interesting.

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Should make a Bug Report.

cold bluff
gritty pebble
spice plover
gritty pebble
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yeag

spice plover
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it'd be dumb to buy the game again just to use preview

gritty pebble
spice plover
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Honestly wouldn't make sense for them but yeah

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Though it's also the first where playstore actually does mojang request with chromeOS version being completely separate even though it's the same app.

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unfortunately you'll have to buy the game twice if you're playing on both android or chromeOS even though you can run android as compatibility layer already.

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Hopefully that'll change once chromeOS is fully merged with android. (Yes, Google is ditching chromeOS and replacing it with android.)

runic ridge
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Next thing you know, we have another lore limit situation

elfin python
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is it possible to increase the block rendering distance with add-ons now? Like grass?

tranquil inlet
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no

elfin python
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sad

gritty pebble
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awwwhh particles dont cast shadows :(

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and attachable items are desaturated for some reason

spice plover
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probably recent bug or something

iron patrol
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interesting...

gritty pebble
raw heath
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playing at 0% brightness will be a fun challenge.

rapid bison
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but then it has other issues like slime rendering through it

rapid bison
plain magnet
rapid bison
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Ohhh

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mb

raw heath
rapid bison
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there just isn't a second one for me

raw heath
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the default slider won't affect VV

rapid bison
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i checked all of video settings

raw heath
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it's under Vibrant Visuals

rapid bison
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yeah

raw heath
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hidden in a button

rapid bison
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i looked under there

raw heath
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the slider is disguised as a button :<

raw heath
rapid bison
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how tf did i not notice that before

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mb

gritty pebble
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i dont remember seeing point light (shadow) quality

celest scaffold
gritty pebble
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oh

oblique shuttle
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I don't get why they hide the settings

celest scaffold
oblique shuttle
#

Hmm

night topaz
proven leaf
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Specifically, it's simulating a supernova flash ๐Ÿ™‚

forest holly
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wait WHAT

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thats sick

hallow lark
proven leaf
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It will improve over time, and resource packs will be able to control the color/intensity like other directional light sources.

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We've been calling it "End Chaos" lighting. Or just "Chaotic Lighting".

hallow lark
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Oooo

celest scaffold
hallow lark
proven leaf
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I will bring this feedback to the creative team. ๐Ÿ‘

lethal robin
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It's also quite interesting from a lore perspective

willow current
celest scaffold
proven leaf
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I'm not familiar with that one, but it sounds awesome!

celest scaffold
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Sure, many shaders with the end dimension have some sort of space theme.

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I mean look at this

proven leaf
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Gotcha. I don't know if I would say this ties the End to "space" theme necessarily. The supernova just happened to have a surprising amount of observational research with regards to lighting, so we started there.

celest scaffold
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I see

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Well it's an interesting take regardless

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I wonder what the end will look like after per biome settings are pushed

simple creek
severe fossil
night topaz
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I WANT TO HAVE THERE DARK BUT VISIBLE PURPLE LIGHT ๐Ÿ™

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:3

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also double or 3 layers clouds would be cool :>

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clouds config where we can change layers, thickness, roundness of clouds

boreal meadow
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We can have custom sky boxes?

forest holly
boreal meadow
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Oh

crisp charm
iron patrol
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-# 33% of my device's resolution is still too many pixels
How do I lower the resolution to less than 33%?

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is that a bug? I can't see any text or buttons

spice plover
raw heath
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THAT'S GREAT

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just when i thought i couldn't love the End Chaos any more than i already did

raw heath
frozen night
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I know the culling layer stuff isn't done yet, but it seems there's still one other thing missing from custom blocks after that's finished to do leaves the right way:

As of now, only opaque renderings of minecraft:geometry.full_block cast ambient occlusion onto adjacent blocks. All other materials won't do such. Unfortunately, vanilla leaves (although alpha-tested) do cast ambient occlusion.

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Wait, is this the only way to get the custom properties?

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Because not having access to other custom components' data would make me very, very sad.

tranquil inlet
frozen night
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I'd have to agree, if it were possible.

willow current
frozen night
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Hopefully they'll do that. I'd love a shared data model wherein a single component would act as a data provider for multiple other components.

heady edge
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Any reason why I don't have screen space reflection?

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okay I know why

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SSR and water visual don't worry with hight res resource pack

simple creek
simple creek
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Thatโ€™s weird, I am not sure but the resolution of textures should not effect ssr.

heady edge
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yeah

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but in the case of using Faithful 64x

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it doesn't work

night topaz
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Every block needs to have it's own pbr textures

heady edge
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AH

iron patrol
gritty pebble
mighty chasm
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discord is so broken, the video is playing without image

gritty pebble
crisp charm
steady copper
heady edge
night topaz
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yes

heady edge
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a link would be useful

valid prism
steady copper
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G

plain magnet
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They think the render method is affected by the fancy leaves toggle even though its a different thing.

frozen night
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Oh.

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I didn't test everything.

heady edge
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anyone able to find the render dragon doc

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can't find it

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please

plain magnet
crisp charm
light dawn
plain magnet
light dawn
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Only way to access the params should be a custom function on the custom compinent itself

plain magnet
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#bringbackblockanditemevents

light dawn
plain magnet
light dawn
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Something the internal class has to process itself, that would also be a reason for why not to increase the object depth limit, since frequent copying is needed

light dawn
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The options in a component are willingly exposed

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A custom components args are non willingly exposed

plain magnet
plain magnet
# light dawn Yep

Ok, so we agree we should be able to get the params then but not on how.

light dawn
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class MyCustomComponent {
   constructor(params) { ... }
   
   getHeight(): number { ... }
   public height = ...
}
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It should be willingly exposed

light dawn
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Idk a password or something

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Doesnt matter

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It should not be exposed by default

plain magnet
light dawn
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Or a public setter/getter?

plain magnet
plain magnet
plain magnet
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I love setters and getters, but for 2.0.0 CC, too much.

light dawn
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Public properties?

plain magnet
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The syntax of anything is just vibes really.

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Like, I hate Javas biome json.

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I just dont vibe with it.

light dawn
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I agree with that, but not because of "vibes".

tranquil inlet
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i'd rather have something like this

class BlockGrowthComponent {
  growthChance: number;

  constructor(parameters) {
    this.growthChance = parameters.growth_chance;
  }

  // Event hooks
  static onRandomTick(event: BlockComponentRandomTickEvent, component: BlockGrowthComponent) {
    if (Math.random() > component.growthChance) return;

    // do growing
  }
  static onPlayerInteract() {
    // bone meal things
  }
}

blockComponentRegistry.registerCustomComponent("example:growth", BlockGrowthComponent)
plain magnet
#

I rather we fully switch to TS.

tranquil inlet
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how would TS make anything different

plain magnet
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Thats my biggest gripe is the removal of event allowing block to block or item communication but no one understands this.

tranquil inlet
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since they wouldn't have access to the class

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unless they could add something like const BlockGrowthComponent = BlockComponentRegistry.getCustomComponent("example:growth")

distant plover
plain magnet
distant plover
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Aside from custom crops from other add-ons, but that's never been a priority as far as I can tell

plain magnet
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joe_shrug no standards.

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Which is why we need events back.

distant plover
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Which'd require standards, but at least then it's doable without hardcoding every interaction in your addon

plain magnet
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Exactly.

light dawn
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even on the marketplace..

light dawn
lethal robin
light dawn
# light dawn even on the marketplace..

If I had a penny for every MP project I worked on in the past year that didn't use JS, and I at least tried switching it to TS, Iโ€™d have five pennies. Which isnโ€™t much, but wow, do I hate it.

distant plover
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Compile times are worse

plain magnet
tranquil inlet
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yes that way i can register all of my 100 blocks in one file

plain magnet
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joe_shrug Support for extending an abstract class and inheritance? Hell yeah.

light dawn
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Yeah I totally support that!!

modest adder
reef robin
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๐Ÿ˜จ I could never use plain JS

light dawn
reef robin
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please at least tell me there's jsdoc in the mix

light dawn
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We're 100% TS now, but other studios still use a ton of js

light dawn
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one does, the other doesnt

reef robin
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frightening

light dawn
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oh and the one that uses it, uses it very rarely lol

dark glen
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It's all right. You can use //@ts-check to enable type checking. But it is definitely weaker than using VSCode's native cross-file Intellisense and a compiler to ensure type safety

reef robin
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using ts-check means you'd need to be using jsdoc too, right?

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otherwise it's useless

dark glen
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Yeah, mainly to assert the types of each function's parameters

reef robin
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I prefer using a jsconfig.json over the comment, if I'm forced to use js

plain magnet
reef robin
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since that applies to a whole set of files

reef robin
dark glen
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ESBuild is really easy to set up, and it gives you powerful bundling options

wraith ivy
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#userolldown

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rolldown is the way!!!

lethal robin
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There are some hobbyist folks who do develop add-ons on mobile devices. Getting build tools running there can be a pain, meanwhile with plain JS you can just write code in a plain text file, put it in an add-on and it just works. No dependency hell, no package managers, every line of code is made by you and it does something useful.

wraith ivy
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its my favorite bundler so far its easy to setup and fast as hell, also supports direct TS tranformation to JS so you don't need TSC

wraith ivy
dark glen
errant ridge
#

Happy banana day

gritty pebble
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i still dont know the difference between JS and TS

dark glen
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I believe the discussion is more about partners who do develop at scale

dark glen
celest scaffold
dark glen
#

TS serves to add compilation-time validation of JS. Variables can be assigned a specific type, and the compiler prevents those variables from being assigned to a value of a different type

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So e.g. the following would throw an error in TypeScript:

var myNumber: number = 0;
myNumber = "string";   // Type 'string' is not assignable to type 'number'. ts(2322)

So you must assert that myNumber can accept either a 'number' or a 'string': var myNumber: number | string = 0;
That extends to which methods can be called on a variable too. This throws an error because at is not a valid method on the Number class

var myNumber: number = 0;
myNumber.at(0);        // Property 'at' does not exist on type 'number'. ts(2339)
lethal robin
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There is also an argument to be made that you can hyper optimise code with pure JS in a way that you can't, at least not easily and cleanly, with TS.

gritty pebble
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i can see the purpose but i dont know if its necessary

dark glen
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Not necessary. But it gives you that extra confidence that you are doing something correctly. Especially when it comes to more complicated JavaScript mechanisms like polymorphism

gritty pebble
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i see

dark glen
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Or, I suppose I meant function overloading, specifically (that only really exists in TS, so I suppose it's a problem created and solved by TS lol)

wraith ivy
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every JS syntax is vaild in TS afaik

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ohh my bad i see

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"not easily and clearly"

dark glen
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Veka was also referring to specific JS features that TS rules make more difficult to emulate. Like prototypical inheritance

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Prototypes are really annoying in TS. Which sucks because it is a core feature of JavaScript

wraith ivy
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Yea

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TS makes JS less JS

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thats why many ppl like TS over JS haha

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nah to be honest TS really helps catch up typos and some inconsitancy in early compilation

modest adder
light dawn
modest adder
#

The only script project that uses JS here is Spellrune

dark glen
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0% mcfunction :^(

muted monolith
#

what's the difference between JS and TS?

celest scaffold
muted monolith
#

alright, thank you

karmic berry
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No idea why I would write my scripts in a language the game can't execute, of course I use JS

plain magnet
wraith ivy
#

i was just learning powershell and its actually not that bad as i thought

wraith ivy
#

i mean for MC behavior packs i also used JS in most cases

light dawn
#

should've written C++ instead and hand transpiled it to Js

wraith ivy
#

rust not mentioned this time ? ๐Ÿ‘€

light dawn
#

nope, currently writing good old C++ for an ancient heavy load computer

peak oxide
light dawn
#

Preview is tomorrow, right?

rain kayak
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For smaller projects, JS is good

raw heath
#

i wonder what they'll add or change

modest adder
modest adder
#

There's some MCFunction (Every JS file but two here is tooling, just a bunch of tools, so ignore the 67%!

raw heath
#

hoping for further superflat improvements mainly, but more VV improvements would also be nice.

light dawn
#

trust me bro

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But I don't think we should have any big expectations yk

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maybe we'll get a hot fix once more, that'd be spicy

raw heath
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i mean, there's 3 major things currently in development by presumably different devs (excluding things that aren't announced yet, for we do not know of them sadeline)

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summer drop features, Vibrant Visuals, and superflats

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so, if all 3 are in development at the same time, maybe there's a bigger chance at least 1 of them gets updated in some way each preview? not guranteed, since it all depends on when something is finished, but more likely than if there was just 1 upcoming "update" rather than 3.

reef robin
raw heath
#

true actually.

light dawn
#

Its so horrible to work with at times...

potent summit
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wondering the same thing, i cant find a reference anywhere and it supposedly fixes the "open bundle" issue

viscid breach
#

preview day tomorrow?

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:doggysmurkW:

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could be a .26 preview thatโ€™s still piping hot

plain magnet
willow current
#

1.21.80.30 when

coral sentinel
#

Preview should be tomorrow

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Definitely won't be as maximum hype as last week ๐Ÿ™‚

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This will be the last one with new features in it, before we work to stabilize 1.21.80.

plain magnet
coral sentinel
#

I think that's fairly safe ๐Ÿ™‚

crisp charm
coral sentinel
#

more than bug fixes

viscid breach
#

so like a ice cream scoop size of hype or a spoonful size of hype

crisp charm
viscid breach
#

or what if

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1.22.0.20

crisp charm
viscid breach
#

but also what if

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1.22.0.29

crisp charm
#

Xd

crisp charm
# plain magnet Why?

high number version, they would probably charge for new content, as happened before the drop system

plain magnet
#

Why would people hate a 1.22? Most people I know want Mojang to move on to 1.22.

crisp charm
crisp charm
# plain magnet <:doggo:1229472644290842764> Happy Ghasts...

I think it's too early for this to be stabilized now, well I just gave my opinion, Mojang knows what it's doing, even because the number doesn't matter if they want to put Minecraft 2.0.0 the game would continue receiving the resources normally

plain magnet
#

Happy Ghasts are in experimental toggle, so far it's taken two cycles for the Drop content to release for Bedrock anyways. So in this instance, 1.21.80 introduces it as experimental and 1.21.90 or 1.22 will de-experimentify it.

coral sentinel
#

Minecraft 2 confirmed

plain magnet
coral sentinel
plain magnet
#

Thinkdricks What if she's lying chat.

coral sentinel
modest adder
#

What does solidity mean?

plain magnet
viscid breach
#

im ready

coral sentinel
raw heath
plain magnet
#

That being said.

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I suspect we'll see the void preset this week.

viscid breach
#

how do you do anything with the void

plain magnet
raw heath
#

Great for if you want to make a skyblock or some other void challenge map for example

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Or just build something without the pesky ground existing

light dawn
#

This is going to be a big preview!

raw heath
#

Perhaps the biggest preview they've ever done!

light dawn
#

Custom dimensions, finally!

night topaz
iron patrol
night topaz
oak ruin
light dawn
iron patrol
#

Banana dimension

light dawn
#

Banana dimension.

night topaz
#

Pbr dimension

light dawn
#

Pbr dimension with rtx and deferred biome

iron patrol
#

how would custom dimensions work?

light dawn
#

New dimension, done

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For new biomes that would likely be harder

night topaz
light dawn
#

Still hope we get better transitions in deferred

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Alongside customizations for them

viscid breach
#

preview day is now today

iron patrol
#

noise

sudden needle
silent yacht
raw heath
#

Which, to be fair, they should.

light dawn
raw heath
wraith ivy
night topaz
errant ridge
celest scaffold
night topaz
#

silly you find it in the nether

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in that new nether fortress

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that one

silent yacht
#

Just opened up this channel, and this is what I see. Just a normal day in BAO

light dawn
#

noise :33

errant ridge
light dawn
#

We can even create complex stuff like (awkward) custom biomes

errant ridge
light dawn
#

one day... custom biomes without all this hassle...

vague salmon
#

New render_method type available for minecraft:material_instances. They are meant to support the same behavior of block turning opaque in the far rendering like Leaves in contrast to other disappearing like Bamboo Stalk.

โ€œrender_method": "blend_to_opaque"
"render_method": "alpha_test_to_opaque"
"render_method": "alpha_test_single_sided_to_opaque"

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Omggg

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Dream come true

frozen night
gloomy berry
#

.

viscid breach
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why revive this old preview thread?

#

on april fools next year lets revive 1.20.60.21