#๐ Preview 1.21.130.26
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FIRST
about time
hai :3
bork
ok
Oh my God...
first
3050th
yay
so no more grey water probably
custom fences.
minecraft:collision_box" height is extended to 24 when using a format version of 1.21.130 or higher and the Upcoming Creator Features toggle is enabled
I am happy
Oh shit
"minecraft:collision_box" now supports arrays of boxes when using a format version of 1.21.130 or higher and the Upcoming Creator Features toggle is enabled
yay!!
I am so so happy!! :D
This looks very confusing to me but that's windows fixes all right.
thats huge
What's that? ๐
lets goooo ticking area apis!!!
Yesss lesgo
Nothing really interesting for me
Custom fences not interesting?
I love you, Mojang:
/structureand/placecommands andStructureManagerAPIPlacefunction now triggeronBreakbeta API event for custom blocks when overridden
Not at all as I'm not a addon creator but a resource pack creator
still limited tho aaaaa i want unlimited usages
yay
Yeah, it's a good day to be a creator.
I forgot preview was today
They can be now unjumpable as collision box heieght can be increased now
Wait
Array of boxes?
๐ฅ
But now dont we need an actual break event? Im curious how they'd separate them
tickingAreaManager is my favorite
Happy preview day
the JSON-UI revert is nowhere to be seen, my disappointment is inevitable. and my day is ruined.
Yes.
:(
Does that mean the /reload all is fixed as the issue kaioga faced
Wait? Coral Zombie Nautilus is a thing?
yes
Today's snapshot.
Someone is a fake MC fan.
I haven't looked at todays snapshot yet
nice preview
Are custom stairs a thing now
Yes.
๐ข I have school yk
Cool
Custom stairs and custom fences are now fully recreateable.
No selection yet
Ok...no need to flex on my dumb ass.
We can make wood sets now and itโs not impossible!
I kinda doubt they do that for selection boxes, but who knows
No, its a stair shape on both
On bedrock it has a full outline but the actual shape is different
Well we can already make that with scripting and itโs not incredibly hard to my understanding
So what are you talking about then?
crazy amount of ui updates, this surely means we get new oreui stuff 
You're not talking about the outline then.
You're talking about the actual selection.
That's what i said
the selection outline for stairs is full block
I'm just clarifying then.
I wonder if I can run a callback on load a la /schedule
oh actual selection
Sorry, anything you want to do is not possible. It's in the contract. Mojang has to wait 3 years before implementing it.
๐ถ
Does anyone know what was wrong with ambient_occlusion?
From my experience, it did not work at all.
Jokes aside, what are you trying to achieve? I don't really mess with schedule or ticking areas so I'm curious.
what does this mean?
"minecraft:collision_box" now supports arrays of boxes when using a format version of 1.21.130 or higher and the Upcoming Creator Features toggle is enabled
Anyone can check?
Multi-collision, like with stairs
Fist
block multi-collision and ticking area script method
oof. creator features alr
I am so happy multi-collision is a thing now :3
oh, what did you care about outside of that then
So now we can have hitboxes that aren't just a single cube, ain't it?
Yeah
amazing
I no longer have to squish and then stretch my fences and walls!
Same!! :3
how many collision boxes can you have
Good question
I wonder if they're going to fix the issue with transformation extending the selection box outside the range now
I think we could cover all Vanilla situations if that number is at least 5.
When in doubt, use powers of 2.
whats new
I AM SOOOO HAPPY!!!
Oh what is this?
ig we can make hollow blocks with collisions similar to cauldrons
I've been waiting for this
lol
yup
WAIT
Light absorption in water has been changed from 2 to 1 units, to match Java Edition
Wait....I thought the parity was the other way around?
single-block vents system for maps
Literally same here
so you just crawl inside the block
anything fun this week?
i guess yeah
multi-collision for blocks
waow
i thought this would be a small beta but dang you guys nailed it
its kinda small
YESSSS
My feature request ๐
I guess size is relative.
some important and much needed fixes have been implemented in this beta as per changelog
lol
yooo this is finally fixed
what is
it didnt show icon before
I feel like the spear is way too underpowered for something this close to release. The jab attack specifically. It's so bad :<
hm
make an addon that upgrades it
the damage is low, and the cooldowns get slower with each tier so even at its best at netherite spear, you're better off with a wooden sword
i think it is related to this #1067876948858118185 message
hopefully
theres also an issue where blocks look dim
security risk ahead
yep keybidn screen is next on oreui
Do you have any idea how big a deal that would be?
My map has a ton of entities placed around. Decorations, mobs, etc.
I prefer having all of these entities declared with code.
If they only existed in the world, then they wouldn't update when I changed behavior files (e.g. changing max health), and might wander off or whatever.
So I prefer to list them with code, and wipe/summon them all before testing/shipping the map.
So to perform this, I have to load every area in the map, wipe the existing entities there, and place fresh new ones.
So I made a system that does this. To work around the 10-tickingarea limit, I wrapped the command with a scripting queue that waits to create areas until other ones have completed and are removed.
There are several necessary annoyances to this system but one big one is that I must use a literal schedule command and actual function file in my pack to detect when the area is loaded, spawn my mobs and remove the area. Obviously bouncing between scripting and commands is tedious.
interesting
also, multi collision?
not tbh, I'm not really into making blocks lol
multiple block collision boxes
yay update out on windows
YO BEDROCK ONE IS MUCH BETTER
i wonder how itd interact with AABB in api then?
If anyone with the update could test out the ambient occlusion thing for me, that'd be swell.
bedrock
do blocks have aabb in script? i thought it was only entities
why couldn't they just use the same texture
Blocks with complex hitbox?
Fixed "ambient_occlusion" field in "minecraft:material_instances" block component
Was it really fixed or is it just another little white lie?
Lets goo
seems like it
lol
java is prob outdated
yes
Has someone already tested it?
do you have a pic of the new zombie nautilus variant?
no idea, the preview just came out
I'm not at home to check it by myself
Whoops, added https instead of http instead.
im assuming they were still working on the textures when they put it into java edition
Dark Title bar
Whatโs the difference between them?
oh yeah
yeah it is mentioned on the changelog.
?
i assume they're fixing up GDK or something.
it will just probably adapt to the color theme of the system.
obviously. quality of life features.
lol the panorama is backwards again.
have they reverted the ui change in previous preview btw
No.
Looks like worlds in the shared folder no longer work when you are not logged in
Yeah sadly this might be a permanent thing
i never noticed this, but i guess the sun just disappears underwater lol
New keyboard and mouse settings 
NOOOOOO
wouldnt this be seriously bad when it comes to contents in marketplace?
But there is 1 tensy weensy problem
@unkempt falcon ๐ ?
Unfortunately, everything. from marketplace to featured servers.
nice multi collision
Every block id want to use this with uses faceLocation stuff
yeah i really doubt this is gonna be permanent
So I can't actually update the blocks
otherwise theyd practically ruin the entirety of experience
Hmm
but if they're using custom bars like soulsteel, yeah it will crash.
regardless of whether youre an UI dev or not
Changelog or not? I see the files change
Is that some kind of performance profiler related file?
I like the panorama because it is "dark"
Exactly lol
nope just in files
same, but it doesn't seem that way so far.
Do we have an idea of how the multi-collision stuff looks in JSON?
messing with the treatment file thingy again. right?
Should be an array of objects
i think just like a normal array rlly
yeah
Got it!
A basic example would be helpful.
Check the custom hit test from entities ๐คช
Why are you downvoting me I'm right.
Can anybody see if Ambient_occlusion is fixed
Check how?
Also any mojangster here yet
Use a cross geometry with a transformation offset
Wait is the update not out?
It is, but you're not giving any steps to check how.
So it's referring to blocks being black when intersecting or?
I thought it affected literally any custome block
Maybe! Thatโs what I want to know.
That's my experience at least, every custom block i made is darker than vanilla ones
Right now, the random offset component is useless due to the black shading bug.
I just realized something, why is the point light quality option below the reflection quality option?
Noooooo!
(I wonder what was fixed then.)
what if the fix was the friends we made along the way
We still don't have mob events in scripting, do we?
I honestly think they should scrap that system and move it to game rules.
Testing the collision.
Find out the limit.
Use the command.
COLLISION BOX WORKS
Oh that hting.
Yeah that's a weird system imo
Are custom stairs missing anything else?
Apparently, they made the same correction as always.
Is that not just a 16x16x16 box?
.
Can someone test the 24 height collision_box
Me when math.
Does this work for half the blocks?
For example, does each part represent a half?
Testing right now.
What
what is "Block Precipitations Interactions component"
wait this makes me wonder
Do not let snow accumulate in clumps.
ah
doesnt stairs rapidly consume hunger?
For rain and snow. Last I heard though it was kinda useless since the fields were seemingly identical
Like doors and plants
when youre sprinting/jumping to go up
textures are your passion i see
All that's missing is the snowlogging.
How are you seeing it as a 16x16?
yeah i know that component, the name is hard to remember
They are not.
Is it not the same size as a regular block?
Oh? What's different about them
Like I said...math. You didn't do the math right. It's half slab + the half half slab
I don't follow
Oh you are referring to the selection box not my code.
it makes sense that we're getting this now, since we got the connection stuff
@rain sphinx
Liars
^ Was responding to this but I can see where that went
lmao XD, swim bug
What's the difference between the outline and "actual selection"
The only thing missing for stairs is the selection? If so, honestly, that's the least of our worries.
live animation reaction
It's Christmas already
how many decimal places can a collision box be?
He is tired so he is wiping his face.
You can't interact with the hole part of the stairs.
mariah carey already defrosted
Ah right
Want me to test anything else or?
Also redstone_producer still doesn't update
Nope
What if you place a carpet above it
Hehe.
cool
Now set yourself on fire!
What's the limit for the collision box array
Idk yet.
I guess that makes sense
I mean how mobs interact
"minecraft:collision_box": [
{
"origin": [-8, 0, -8],
"size": [16, 3, 16]
},
{
"origin": [-8, 0, 6],
"size": [16, 16, 2]
},
{
"origin": [-8, 0, -8],
"size": [16, 16, 2]
},
{
"origin": [6, 0, -8],
"size": [2, 16, 16]
},
{
"origin": [-8, 0, -8],
"size": [2, 16, 16]
}
]
that's what i used
and it works
wait, this is cool
per pack ticking areas
#1072983602821861426 when
I know they're unpopular, but I'm surprised no one's talking about has_item_with_component. That's kinda a crazy entity filter.
Once itโs perfect
That's currently more powerful than scripting.
Yeah that's certainly not something I thought we'd ever get
When vertical half is different?
noo, like, vertical connections
I don't think it handles vertical connections.
Yeah no it does not
oh, that's sad

Would be nice if it could
I wanted to do that for custom redstone but sadly not possible
yeah :/
what's the max number of collisions?
Maybe if you use the transformation component
some number above 5
guess I'll just update my preview
I might as well do another random fun test since I can't work on runecraft
time to cook I guess
i love microsoft store.
@glossy swallow, @rain sphinx, some notes on the precipitation interactions component:
Ah okay. Thanks
Only snowlogging is missing.
the docs are outdated
@/saltysean
I wonder if this means we can visually combine collision boxes now to give the illusion of a block with the height of 2 blocks?
Don't ever rely on those.
Are your one's public?
You can ping me. But I haven't tested.
Alright that would be so cool, can you ping me please if tested ๐
Yeah itโs nice
This notion of per-pack stuff is getting more common and making me nauseous
Can't access dynamic properties of another pack. Can't access ticking areas of another pack. Can't register custom commands with different namespaces unless you use separate packs.
seem like a plus to me
as a creator i don't want anyone missing with stuff my pack uses
That's great until you realize vanilla is a pack we should all be able to mess with
idk, maybe they need to add a global dynamic property but i really don't want other packs using ones from mine
especially sense i don't use namespace there sometimes
How can I serialize an item stack if it might have dynamic properties I'm not allowed to see?
These aren't protections, just restrictions. I can say I don't want other packs overriding my behavior files. Well, too bad, they can and should be able to.
Need a final modifier, haha.
I've actually found a number of places in the engine where I want more security from calls/changes. For example, I want to be able to flag entity events as private. I'd also like to be able to restrict which features are usable in place feature.
you are talking about a specific use case here tho
is it a good idea to just make them global?
Those ideas are fine with me
A file can establish boundaries, a pack should not IMO
It's just like can_summon
I really like the new collision_box changes but the problem is that a lot of the blocks I would use complex collision_boxes with also use faceLocation in some significant way
Aka
definitely hyped for the new collision stuff, i really hope there's no limits on them
Happy Preview Day
Very happy kayla
Does registering the same collision box output content log...imma check.
I can't update the block format to 1.21.130, because then I would have to use custom components V2, and that would require minecraft/server of 2.0.0+ and then faceLocation shits itself and breaks entirely


didn't someone create a method which "fixes" the output of faceLocation?
Well now there will be! ๐
day ruined ๐ฅบ
#1395953373274050652 message
That doesn't work half the time
You did it to yourself!!!
but yeah i avoided updating to scripting 2.0 in my addon because i didn't want to deal with the facelocation change
as long as the limit is >= 4096 i'll be happy ๐
How tf yall got the new video/keyboard settings stuff already?! Still aint got anything ๐ญ
Does it only roll out to certain people?
most likely is a/b tested like every other ore ui screen whilst they're still working on them
they forgot to add padding to the ore ui one btw, i am reporting a bug
does the collision change also apply to the selection box or?
No.
:(
Well now I'm confused on if I'm just somehow missing them cause this update it literally stated that this was changed to "Chat Instructions on Join"
Still the old message though ๐ญ
It can take a few previews for translations to be updated (including English (UK))
A lot of the time those lines in the changelog only apply to en_US
Happy preview ๐
Best preview since 1.21.50.26
i wonder how many previews for 130 we have left then?
People force enable it, it's not eliagble to rollut currnetly if i understand correctly
I should probably make a report for both redstone_conductivity and redstone_producer not updating correctly
Now we need MCPE-100217 to be fixed
No more breaking blocks unless its with a pickaxe. (Can you post/DM me the block json you made to cause this?)
Itโs the bug where fletcher huts donโt spawn in plains villages and masons donโt spawn in savanna villages along with some accessory features in taigaโs, savannaโs, and plains
oh odd
yeah hopefully they fix that, thats annoying. But then, they still haven't even added the trial chamber encounter rooms, right?
I think they should like
fix MCPE-230030 (series S reflection issue)
pleas i left the fix in the bug report
Oh, I wanted to throw in that this longstanding custom block bug completely prohibits us from using the random offset component to mimic Vanilla grass-like behavior. Which is terrible if you're making custom biomes.
Why does this option even exist let alone get set to enabled by default
For context, short grass in Vanilla uses a random offset that should be something like:
"minecraft:random_offset": {
"x": {"range": {"min": -4, "max": 4}, "steps": 16},
"z": {"range": {"min": -4, "max": 4}, "steps": 16},
"y": {"range": {"min": -0.609375, "max": 0}, "steps": 26}
}
On my way to have 16 collisions now. testing right now
Really
Just write a script to generate an array of 4,097 boxes with random valuesโฆ
it also means that (less noticeably most of the time) all custom blocks are darker than vanilla blocks that are otherwise identical when smooth lighting is enabled
Cool, registering the same boxes doesn't throw any error.
Oh, don't get me started. God forbid out modeler inset a plane 0.01 pixels into the side of a wall.
Also, we had to make our leaves non-conformant gameplay-wise with Vanilla. Vanilla leaves occlude the light by +1. Because custom blocks with non-opaque rendering can't cast ambient occlusion, we had to up that value a bit to make it look right.
The Update would be perfect, if we got a before player hit entity event. But this preview is fire
I just had to deal with this bs last night
Yeah, I think we are still missing encounters
@quartz perch I'm guessing next week or so we'll get a better content log?
32
nooo we can't make sphere collisions
anything can be a sphere if you believe in yourself
But at 16 you can already do a lot, right?
hmm 16 is quite limiting
Yeah you can
You can just have rectangular collision boxes intersecting each other
Not enough to make a almost perfect sphere 
That would take a lot
Hence...why Quaz said we can't.
Now im confused what voxel shapres are.
Will it litrally be presets we make and that applies to all blocks using it.
how u getting this 1.21.130 beta ? cant download it ?
I wonder what the most complex vanilla block collision is. Cauldron? I think with the bottom, 4 sides, and feet, it has 9 cubes. But if the feet were more precise, it could be 13
or composter yeah
The feet are separate?
Can't test now but I'm pretty confident the feet have separate collision in java, less confident about bedrock
16 is fair enough
I dont know if 24 px collision box size is enough but better than 16
32 is reasonable enough, 2 blocks
What do you need more for?
hmm double blocks?
Those are two separate blocks.
We need 10000 separate boxes to create the BP equivalent of lagfox
lag what?
nvm I will not do something funny after all
I was going to make a maze out of a single block
I could imagine hitting 16 by trying to make a triangular slope block
brb.
Here you go.
Could you slide a brotha the json file
Thanks
Can we do 2 16 height boxes to get a height of 32?
Haha cool! Nice job.
Model next? ๐
or is the overall collision limited to 24
Will test that.
Im getting there
I wonder if you can make the slope look smooth with some rotation trick
oh damn
CIci go away
we got triangles that actually work as a slop now
slop
dm found the files ?
how come they have changed it to two loactions in two seperate files ?
Man this is so frustrating
I meant slope , ๐ญ , dang it
huh, what did i miss?
how are the items moving
Multi collision box
Ehh wth is a data driven renderer??
uh...
you can have more than 1 collision box for a block now
damn even that block at the end was shocked it disappeared ๐
i know, but how does that move the item
or does it just keep it velocity and slide down
It's a bit buggy.
you are throwing the items in the opposite side in the end of the video, so it is not a velocity thing
all we need now is the selection box
even vanilla blocks need that
Fr
anyone got a custom stairs file i could get? ๐ญ pls ๐
No.
You just have to wait or start making your own.
It's not that hard.
Let's go this is my favorite update
I don't know how to do add-ons but I sure do know addons are coming to the next level
you are overreacting a bit
people post templates all the time, you just have to wait
So that's what it looks like.
that feels so cursed
side effect of collision resolving is that slopes actually work ๐ญ
Does the new multi collision stuff support stacking collision boxes ontop of eachother using permuations? I.e. say like a pipe block, for each direction it connects in, is it possible to add a collision box in that direction?
Or would every permutation have to be defined still?
spoke too soon, scrolled down and saw the jank
I'd assume you'd need a permutation for each collision set
afaik, no component merges like that
ah rip
I think even custom components have an issue because of this
Did anyone test this?
You cant exceed the limitations.
@pulsar parcel have you tried the transform component with it ?
Not yet but should work why?
Nowt just to see how it is with the multi collision
To be fair, nearly every new block feature ships with some amount of bugs. It's usually worth testing everything nowadays.
Are both for walking or is it something similar to playing with a controller?
damn... i thought we will never have this feature.
functional stairs? functional fences? damn,,
One is movement the other is rotation
But not camera rotation
The players rotation
Camera is still normal touch screen then yeah?
Yeah but it depends on the control scheme
Yerha of course.
This happens with stairs as well. Not a block problem but rather how item entities work
Oh and brewing stands. They propel items like that as well
I see you and I raise you
Haha
Try at coordinates like 40k or so
I bet it has to do with floating point accuracy
did it just launch you
๐ Scroll up in this chat.
16 btw
That's so clean! Is there no limits to how many collision boxes one can add?
The limit is 16
Check the pins.
16, and it still produces an effect so smooth? That's amazing!
Now, custom stairs can actually have proper collision.
I know, just sat down from a busy day to find out there was a preview, so I'm still going through the changelog currently.
But man this is exciting!
It also just hit me that the increase to the height of the collision box will allow us to create proper fences without having to resort to bugs or another invisible block
yeah I saw, thank you though
Sean made something like that: #1435308343202676880 message
wait... custom stair collision is possible now?! 
yeah
Next week, next cycle?
guys anything happened to can_climb in these later versions? for some reason when riding mobs won't auto jump 1 block
I wanna say no just because we got a decent amount of stuff this preview but I think as of recently they have added stuff in the last preview of the cycle so maybe not
That entirely depends on when the next Drop is.
Alright I think is time to mess around with today changes
What is the folder path for previews again?
Found
Hey so uh, I know I said that the 64 blocks limit for minecraft:placement_filter was bad but after a couple of days thinking I think I changed my mind
Would it be possible to have that limit on the maximum number of collision box entries too just for consistency?

It doesn't seem to be working very well as a vanilla version yet.
Yeah I think the texture is off
Found an interesting issue
Wait nevermind, is not related to the multi collisions
You say in the video? Ignore the texture lol, the connections are weird.
Yeah yeah just playing haha
Oh yea lol
Okay no yeah, is related to collisions.
For some reason, when multiple collision boxes are set up in a way that leaves an empty space within the 16x16x16 unit area, that empty space behaves very weird with some non-player entities collision impact..
Wdym?
Recording a video
@tulip stumpYou mean like this?
Yesn't, that also happens with vanilla
I've only tested with item entities, projectiles and chickens, only projectiles seem wrong
Yeah RichHeart said it was an issue for a long time.
We still need proper selection boxes for stairs, I think that's the only missing thing?
Heck yeah
Ooh, what tool is this?
Or is this literally just Blockbench.
Is a tool I made a while ago for personal usage which thank god I made have support for arrays!
I will probably update it and make a #1072983602821861426 post
I lied, it only has 4 colors so array only handles 4 boxes
Needs to handle 16.
Yes
dang had to google colors ๐
Oh no, they are going to break fortress farms if they find out about this
Fortress farms RELAY on this mechanics to move items around
Do all the minecraft colors
At least concrete map color hex codes
Oh, After I added the connection, it fixed it.
This:
"minecraft:connection": {
"enabled_states": ["minecraft:cardinal_connections"]
}
Great idea! Went for that route. Playing around with stuff at the moment
Concrete stairs incoming
I finally managed to do this lol
Damn this update is so peak
Whatโs everyoneโs fave feature this update?
Haha thatโs something my cat would do.
Hate crime
Leave the blahaj alone!
Improvement of loading times when using the /reload all command.
I use this command approximately 50 times a day 
Are you noticing a big improvement?
yesssss!!! Itโs really fast
Multi Box collisions easily
But uh
Is there any update on faceLocation fixes any time soon
Half the blocks I'd use Multi Box collisions with also use faceLocation
Definitely the updated block collision boxes. I can finally make proper ramps.
Interactible lever that active redstone
that looks cool
Wait how? Is it only on preview? I really need this
multiple collision_box values in the latest 1.21.130 preview
Guess I have to wait for next stable
yep, only on preview
and only on experimental toggle
I hope it'll be stablized by 1.21.140.
yeah, me too
i would love to have this feature as soon as possible
but i know that the devs are working on this so we can get this without any errors โค๏ธ
Kaylaโs cat photo? ๐ฅบ
You have made my day!
Thanks @silver pebble for this, but I know some creators wanted a way to show a container to a player without entities or something, I think DDUI and this new finding is their method to do so.
my BDS docs just broke bc of github, other wise i would provide types or something
You're good, you can blame Azure ๐คฃ
Obliterated my UI for this
Some interesting functions. No idea what they'd do though
I have to agree
Finally managed to figure out these stairs but now it's figuring out corners ๐คฃ ๐
-# Also sorry Smokey for my response last time 
You're good.
Great! 
Why is the entity hit for items like arrows based off of the selection box ๐ญ
Selection box arrays next? ๐คฃ
Likely yeah.
Will making the corners require custom block components and scripting?
No. Use connectable and bone visibility.
Does any vanilla block have that even?
Stairs.
Their selection box is a cube, only their collision is a stair shape.
they are not talking about visual selection box
Oh

Wait I'm confused, what selection box are they talking about?
I always thought that was handled by collision, idk why.
I was talking about how arrows hit the selection box and not the collision box. So I asked if we might get selection box arrays next to fix this or if they might just change it to hit the collision box instead. 
I need caffine.
How would the visual selection box be determined?
maybe the selection_box component will be changed
VoxelShape and support.
what is this? ๐ญ
your shadow?
lol i should have added more information
are you complaining about the resolution lol
the mouse isn't staying within the games window
i've never had this problem until this update
yeah, i wouldnt have guessed that
weird
yeah the mouse goes onto the taskbar and when i click it pauses and does the same when i look left it goes off onto my other monitor ๐ญ
mouse constrait fix please ๐ lol
im ngl i think it's a me issue
Ayyy
I wish, there are so many permutations, I'm going crazy lol
The permutations shown in my video are the only ones collision-wise
only missing multibox hitboxes now
Yep! After we get the voxel shapes stairs should be mostly good to go
Finally no more stairs abusing of bugs 
And fences
not only stairs and fences but also custom pipes and cables can be better now
Iโm hoping the selection box update was left for later because we will get 32x selection boxes

So that doors, beds, banners and tall plants etc can be made without bugs as well
the banner selection box doesn't exceed one block by the way, only the visual model does
and beds and doors are made of two blocks with 2 different block states, actually none of the blocks in the game have selection boxes that exceed 16 pixels
You are very wrong on that last statement
What I meant was that to do this, a permutation is needed defining the collision and other behaviors like flooding for each block state and direction.
Honestly Iโm more confused on what you mean now lol
True, especially since nowadays fences and other connectable blocks connect to our custom stairs. There is a way to prevent this, but it only involves canceling all connections (including stairs), which ends up breaking the stairs.
Doesn't each rotation and shape of the staircase, such as a corner, require a permutation?
I think you didn't understand, lol.
Yeah Iโm not understanding you
Not sure if this helps you, but I built this; https://discord.com/channels/523663022053392405/1435847437003657216
Helped me get those collision boxes really quick
For example, doesn't the stair have each rotation like north, south, etc., each one needing a separate collision? This also includes connected versions of the stairs.
Yeah, 32 permutations in total, all the ones shown in my video
16 corners and 16 cardinals
Lol, this is really going to be a lot of work. Since it's not a priority for me because it's experimental, I'll leave it for later; it should be a bit tiring.
Is fun ๐
I need to convert some structures to jigsaw, so that can wait until later.
Sounds fun too!
Really(96 mcstructure files)
I am?
you may be referring to the wall banner
oh yeah i forgot you can place it on the ground
Yeah, many blocks in the game have a selection box bigger than 16x, such as the ones I mentioned.
No, beds are made of 2 blocks with different block states
even standing banners are 1 block tall
the selection boxes of beds and doors appears to be 2 blocks long/tall sure but that's only visual
the bed itself is one model iirc (in bedrock at least)
Well you are both right, the server has it as two seperated blocks, but client does render it as whole bed
I think you are missing the whole point here. Iโm aware double blocks are two blocks, I never said the contrary.
I always just talked about the selection box
yeah
i wasn't aware both parts get selected when you select one of them until a few minutes
That is not whatโs happening. The selection box is simply bigger than 16x.
Hence why I said this in the first place
We can extend selection boxes at the moment but only abusing of bugs ๐
No it isnt
They visually merge but are still two separate boxes technically
They are two boxes bigger than 16x.
You know, I genuinely don't know what's happening any more with Vanilla multi-block selection boxes.
I used to think they were 2 different boxes that extended outside the their own block space. But if you insert just a half of a door โ for example โ into the world, its selection box is constrained to its own block space.
On beds: it's just a block entity (last time I checked).
So when do we get rectangular horizontal hitboxes? Lol
trying to update this plugin
-# it is buggy
Akin to this then https://discord.com/channels/523663022053392405/1435847437003657216
yeah
having trouble updating the list, not sure if this from blockbench or if i need to rebuild the entire select element html
Mine is not a plugin
yeah, but a blockbench plugin can be useful to preview the collision box on the block model directly
By you?
yeah
what...
nv,m
Woooooooow auto generate feature?!
Cool stuff
nice, dude
You can reduce it to about 14 permutations by using rotations and multiple geometry files
Does the collision rotate along with the rotational component?
Yes it does
I had to make separate geometries for the north, south, east, and west directions so that the top textures would align properly
Because even with uv lock the top would still be messed up
How so?
Im quite confused, presuming this is talking about stairs, it shouldnt need more than just 1 geometry with 8 parts toggled on/off depending if you dont want to rotate the model.
Javas vanilla files actually only have two models.
Yeah there is no need on having multiple geometries, that's just not optimal in any means
The top step uv gets messed up. The uv rotation stays locked but it doesnโt rotate to the correct part of the texture
Why would you use rotation
Is there a video?
I have never experienced uv lock failing.
To reduce the amount of permutations
You don't actually reduce them, though
Just the number of entries you have in the code, which is not equal to reducing permutations
Iโll try to get an example for you, itโs hard to explain
Yes this works, but for then the problem is that youโd still need permutations for the collisions
My stairs right there are using a single geometry and have no UV lock issues.
How many permutations does it use?
And with my tool https://discord.com/channels/523663022053392405/1435847437003657216 I was able to easily get all of the collision boxes done in like 15 minutes lul
Are you conflicting permutations array vs actual permutations?
I think he is yeah
Ah I see
If the former then I get that yes, gowever good tooling should solve it...despite my gripes about bad json format.
Yeah my method was just to reduce the file length significantly
While I love what Mojang is doing and their push towards more tooling, abandoning making the JSON readable is...less than ideal.
I have a permutation for normal stair, left and right inner, and left and right outer, then rotate it so that I donโt have to create the collision box for every single possibility
Too easy & same result I didn't mind doing it tbh
Yeah again itโs more so about file size
I have a ton of stairs so Iโm just trying to optimize the files best I can. Iโm sure thereโs still better ways to do it but thatโs just what I came up with
You could just compress the permutations array if those extra kb concern you
If it doesnโt make that much of a difference with the number of permutations anyway then I wonโt bother
Which part is being less readable by the way?
Yeah is just some kb
Not necessarily this, but other things that was discussed in https://discord.com/channels/523663022053392405/1430752782649917450
Ah I see, gotcha
Nice, I think it would be cool to make a new element, a collision box element (not sure if itโs possible though), so users can just use the gizmos to move and resize the collision box and just copy the collision box code in the textarea like the variable placeholder in the animation tab
๐ฅถ
We need this.
I really don't want to overcomplicate stuff
It is easy to use as is
The generate button is huge help from what i tried
Did you make it?
Yeah
Do you plan to make it available?
Probably yeah
By the way, congratulations on your work!
Thanks
Tho, i haven't tested this in game yet
Just saw the new visual settings menu
This feels way harder to look at than the old one
It taking up the whole screen instead of having the different settings menus doesn't help, but also you can't collapse the VV settings anymore
yeah youโre right, itโs alot more to scroll through
Just fix it for the windows bar when entering Gameplay, for pause scree it doesn't matter if the new windows can appear when the mouse is at the bottom.
Yea really annoying
hi there, do someone know how to handle the offset on the new version for collision_box? is the origin relative to the center or to the corner? do I need to convert all my blocks with negative offset to be from 0 -> 16?
There's an offset? There wasnt last I checked.



