#π Preview 26.20.20
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first
First.
3050th
wow
prevue
Hot banana
Last
Whoa.
WOW
ok
yayyyy
First
@errant nymph lots of yours being fixed.
Fixed a bug where emissive, metalness, and roughness values would not be loaded properly when switching to the Ray Traced graphics mode while in a world.
LETS GO
First
New damage sensor thing
Holy
feature_pool_element Nice
Iβm so happy
I can make foundations now
ender chest component is finally here
dded new version for the water configuration JSON file.
new format version is "1.26.20".
fields "minecraft:water_settings" and "minecraft:water_settings/description" are now required.
Removed point lights visually fading out once past a certain distance from the camera
Hmmm...
curious
Jigsaws touched, peak preview
huge
oh wow I actually get pinged too lol thanks
oh its update day
potentially
Villages can now be 100% working like vanilla
We can place trees and block piles
Oh and ancient cities for the most part
These were definitely needed
Added a boolean "rotate_around_center" field to the "minecraft:structure_template_feature" feature
When set to "true", it rotates the structure around its center when placing it in the world
Defaults to "false" if omitted
WOW
3/5 elements done. list_pool_element and legacy_single_pool elements next
interesting
We can place structure features with jigsaw structures now
oh cool
Happy Preview day \o/
Oh hey they fixed the really annoying pack settings bug
actual W preview
Where changing pack settings would disable the pack
Huge tbh

This should let people do equip sounds outside of scripting now
yh i just saw
pretty cool components
the end flashes in fancy don't light the dimension purple like they do on Java
now someone should make elevator music play when their inventory is open with this 
Isn't this the opposite?
pleas fix :<
It applies to the equippable slots, not the inventory
on java, they change the sky light colour
or is it just saying that this component is not for the inventory
first
its just saying it only works in equipment
Isnβt that what it says?
I guess I just think it's weird to mention
so you could do custom equip sounds without scripts
some people use inventory slots as custom equipment slots
Like "Don't toast toaster strudels in the microwave, use the toaster instead"
its probably to clear that up
True ig
oh cool an update.
Anyone tested this??
smoker one could use some touch-ups
YES
omigosh yayy
lol, they nuked the fog schema for the html docs.
Ah.
I need this texture changed to a job application png immediately
Is that just the end flash
Yes.
Why
best preview we got in a good while
What does this mean?
You can use features in jigsaws now.
OH NICE π
I wonder what is this bug fix about tho
Curious why they're moving that from debug to server.
Does this mean it's possible to create a jigsaw structure with limitations on feature placement?
Idk what that means.
im hoping its the fix for THIS
Features can choose specific blocks to be generated.
You can't use debug in marketplace products π
Features can always do that by having the may attach to.
Example: Generate only in lava
Even if it's out of beta?
So finally it's possible to make a jigsaw structure that, for example, will only be positioned in lava?
Hopefully they're not gonna stop at text primitives
Yeha, that would be a Mojang moment to not allow debug even if it's stabilised and instead move everything to server.
They've made it quite clear that the module is only for debugging so that wouldn't be surprising
I mean from a simplistc pov its text displays for bedrock and yeah the debugging utils was just for debugging and not full fledge projects.
Pretty sure if the pack doesnβt have PBR as part of its capabilities, it wouldnβt load PBR textures
FIRST
Did you remember to ship features?
TEXT RENDERING YAAAAY
First
JE / BE (fancy) / BE (VV)
Never been more angry that I'm not home when preview releases, bc new gameplay oreui screens
the flash is smaller on bedrock fancy than java and doesn't change light colour to purple.
hopefully those issues get resolved in later previews
ah crap!
i hope the redstone consumer component update is exactly what i need
what quazchick was talking about
I don't know why, but the flash seems kind of out of place, like it doesn't belong here.
i think part of that is the fact that java's newer lighting changes made this possible without needing any graphics settings
java's sunset and fog look significantly different too
Hey, many vanilla block tags don't have namespaces, will Minecraft automatically read them as "minecraft"?
yoo let's goo
I do wonder why only VV shows the new pano but Fancy uses default preview.
someone needs to do it rn
ENDERCHEST COMPONENT!1!1!1!1
ikr
Now give us a beforeEvent so we can make personal chests
Is this just non debug debug shapes? I wonder what they look like
umm
are those somehow used to open an entity container/inventory without interacting with the actual entity?
detects when de entity does have its inventory opened or closed
HOLY
can it be used on the player? like detecting when the player opens/close its inventory.
if so, i have an idea
i dont know
POG
Yes, It fires when the player opens their inventory
Yes it is it's just going to be out of a beta module and somewhere usable for us marketplace peeps that can't use beta features π
We finally got a component to get the items in someone's Ender chest.
You were meant to ship <insert really cool feature everyone wants here>! π
wait <insert really cool feature everyone wants here> was meant to come out today!
the funniest way to use this is to make elevator music play near the person who has their inventory open
Hopefully they get RawMessage support
then i can cache it to make some ui images visible,
like opening ur inventory will change the invCache from 0 to 1, and that will make some hudScreen images to become visible (and i can make the hudScreen ui always rendering) so the images will be visible while being in the inventory
Looks like the debug one is so maybe it will come over later to the @minecraft/server one?
that way, i can apply some new info like open ur inventory to see what kind of injuries d u have.
and 'Booooo' when they close their inventory
OOOOOH EXCITING
This will be great to replace entities which are just used to show some text, and add localisation support!
I hope so, otherwise many tags will no longer be usable.
also i really like how they added a new method to send text via scripts, and the text can be 3D as well
-# right after they announce the age verification and blocked chat stuff
no just an elevator bell
or just
MAYONNAISE IN AN ELEVATOR
primitiveShapesManager
kewl
so how does work? its like an entity???
Yeah how do I even do it, I downloaded the types but they aren't being helpful at all
no
it is it's own think, you can set position, rotation and so on
world.afterEvents.itemUse.subscribe((event) => {
const itemStack = event.itemStack;
const player = event.source;
const text = new TextPrimitive({x:0,y:2.25,z:0}, player.name)
text.color = {red:1,green:0,blue:0,alpha:1},
text.depthTest = false,
text.rotation = {x: 0,y: 0,z: 0},
text.attachedTo = player
text.backgroundColorOverride = {red:0,green:0,blue:0,alpha:1}
text.scale = 2
world.primitiveShapesManager.addText(text)
});
It's just debug text.
if attachedTo is provided, the location is releative to the entity
Oh this is not what I thought it was
yeah, but it is good that they added it to the server model
using a feature meant for debugging seemed weird to me
you thought it was 3d? lol
I thought we would be given options to extrude the text π
same, lol
but yeah it is just debug text
you know what, good enough. I'll have a use for this eventually
It's not saved on world reload π nevermind
even on /reload
obliterated
This one and the waypoint one have so much potential but requires me to save them somewhere when the world closes and place them all on open
Happy Preview Day
oh, like the hologram thingies in java but just text
cool
I hope it will be released to the stable as soon as possible. Thats so useful
we can use multiple colors but at least color code Β§ work
Happy happy
Now we just need the /locate structure to only work if at least one pool is positioned.
If these texts could show client side molang expressions of the entity they're attached to, I could throw away my overcomplicated hack version
Day 4 of hoping that Minecraft on Xbox Series S runs at 1080p instead of 4K
just save the location and put the text back after
fake 3d
ruining addon compatibility just for that lol
is that just a lot of text entities? π
you probably wouldnt use more than one addon that does this anyways
what
doesnt matter what you edit in the file, itll make it incompatible if any other addon edits it
yep
50
native hologram support was not on my bingo card
amazing lmao
Can if render right angle triangle character? β’
If so, it can be used to render arbitrary polygons and 3d models
im guessing it's just regular characters
technically all you need is the letter I
we don't have transform like java does
Ahh right, no separate X and Y scaling, damn
does the text scale based on distance like the debug lines, or is it always the same size like how you'd expect?
just fixed rotation
fixed size
Imagine someone makes a server side particle system library using text displays for rendering π
is it always the Minecraft font or ya think it's based off the current RP font
probably whatever system nametags use
tbh, we do need an option to make it scale by distance
someone probably will
It still seems a little out of place.
The new tagging system doesn't seem to work even when using format_version 1.26.20.
im expecting a "Freddy fazbear's pizzeria" ahh Sign
lol
How's performance?
No.
Rtx packs were alwaays working without pbr capability
I see what they've fixed
Not bad
just move it closer to the player i if you need that
Now you can turn RTX on in-game, if you entered the world without RTX
pretty good considering when debug text first came out it was pretty laggy
Was there a change to orbital_offset_degrees in this preview? I don't see any mention of it or the global lighting file in the changelog.
what changed?
I don't know. I don't have content errors but my sun's angle is at 0 degrees despite me giving it a custom one. Same for the moon
My lighting file is being loaded perfectly fine
Ooooo that's going to be epic
Oh, I love that they're making it so tags no longer need a namespace
That's actually amazing for using multiple add-ons to get compatibility together
Needs more text layers, add several thousand at once
Ah fuck
I misread
As of version 1.26.20, tags cannot freely live as top level entities in the components array.
They must live inside the "minecraft:tags" component, which accepts an array of tags of the format :
"minecraft:tags": ["minecraft:crop", "custom:custom_tag"].
The values must have the format "<namespace>:<tag_name>".
They no longer need to be prefixed with tag:
π
Same
Truly, the only way to achieve compatibility is vanilla tags and coordinating with other creators or an addon library.
Yeah. I think an add-on library for compatibility should be made for the wiki.bedrock.dev site
heh
I wouldn't mind helping with it if needed
But no one in Bedrock likes standards.
π
Bedrock has to be one of the worst community Ive been a part of.
Always obfuscating, gatekeeping, allergic to contributing.
We have no standards let alone low standards π€£
Make a particle system out of it
So true, and let's not forget toxicity
I don't get obfuscating.
Like if someone wants to learn from my code, be my guest.
It might be shit but fo ahead lmao
still going good
I actually learned a lot when first doing JS just by downloading packs and looking at how they work
π
Has anyone made an effort to even make a standardised system yet?
You can't make a standardized system if no one follows it
Sir, you know you won't need about 1.6k points
Not worth it.
Most creators are immature cough mcpedl discord cough
Oof, now I wish I didn't see wrong and namespaces weren't needed anymore for tags π
I absolutely need all of these and I can justify it
Do u think the text can take variables?
Honestly fair :3
What if some of the biggest add-ons and other smaller add-ons made a unified system?
Would that help to make a system that could slowly gain traction?
And like teach people about best practices for compatibility?
they're kinda fun to mess with
Holy
shhh
dont give him any ideas
do multiple lines work?
also if they're attached to an entity and set to not rotate, are they always static or do they follow the entity's rotation?
It works but it might be the last thing you ever see
Actually, forget it, it's versioned; you need version 1.26.20+.
i think mojang might have to limit the characters per line to 100 LOL
please no enforced limits lol
I don't see why
I don't think versioning was necessary; it should work if the component exists.
It's just a 5 KB line of text
i dont think the game will like trying to render text outside of render distance
Guys, whatβs new?
Don't work yet
Based on my tests, only the old mode works in this preview, even in Formt version 1.26.20.
Oh wow sky flashes in fancy graphics
yeah
sadly not like
actually sky flashy.
Is it like the Java one
this is how they look
smaller and don't actually make it brighter or purple
I like javas more for sure
same
But it's nice it's there
Text primitives would be perfect for RGB screens
The shelf seems buggy.
Javas looks like VVs without the shadows (if we are talking lighting only)
yeah
java ones are very nice as a backdrop for building stuff while being much simpler than the bedrock VV ones.
This is why we can't have nice things π€£
1000
like look at how fun the java ones look when you build something in the End
Data-driven shelfs would be nice. Just sayin'!
And nautilus armor too
The placement_filter no longer prevents multi-block placement, but the placement filter isn't working for me.
In other words, I can position it, but the block doesn't break when it should.
Holy shit.
Damn, there are so many changes to things, I don't even know where to begin.
I just tested BEs. It's pretty weird. The flash doesn't fade at all. It feels really unfinished
I take it back, this is why we can't have nice things π€£
From the top.
Duh.
And this is when Smokey gets demoted
The icon in the setblock is now working as it should.
π For alleged admin abuse.
hopefully it improves over this preview cycle
Keyword is ofc alleged
And also, do you even realize how big of a deal jigsaws placing features is???
Nope
I just know it's amazing for customisability
It's a big deal...just months too late for me.
That's interesting, features are more configurable.
Wait, what. Everything still looks offset.
Yeah, it looks very offset π
It means features can be /located for one. It also means we can have dynamic systems everywhere instead of just having to make thngs structure-based.
I've been waiting for it ever since we got jigsaws.
Gang can we have snow changing block texture or is that already a thing and I missed it.
Oh what
Setting fit_to_frame to false still offset the block.
Holy fuck, that's actually amazing
@left fiber, thank you. β€οΈ (And thanks to the team!)
Y'all are great
So, welp. This is one of the best previews
I request minecraft:on_inventory_changed
It's not that deep π
connecting two blocks using text
I request before Entity/BlockInventoryOpened
Are you trying to cancel?
nightmare location
perhaps
Does player interact not cancel it 
erm
/inputpermission inventory when
It's just not the same π
π© I just need to detect inventory change. They were so close with equipment change.
/inputpermission closeworld when
openContainer when
is inventoryItemChange only equipment?
That's players only. I need it for non players.
entityEquippableComponent on non-players when
You'd probably have to read their inventory on open, store it as your own object, then compare it π
Doesn't work for my use case sadly.
alright, I now realize text was a mistake
Haha.
We didn't need particles after all
Enchanter beam from dungeons
lol, i am just playing around
i do have a particle for that
Yes... And you can make it so much worse by introducing separate X and Y text scaling, so that we can render arbitrary polygons with it β€οΈ
you all are coming out with Windows XP wallpapers with the text rendering. What's next, pipes?
Itβs kinda cool but I donβt see very much application other then placing trees and stuff
Surely this means we can render entities as text.
Next update, custom triangle rendering
The debug-utilities scripting module?
It is by far the biggest thing in this Preview if leveraged to its fullest extent.
Maybe
Iβm gonna be replacing a tree I have in one of my structures with this but I canβt think of much else other then trees that Iβll be using it for
new smoker and blast furnace screens ig (not late trust)
Furnace just having a border is...something.
why are the borders different sizes
Ancient cities using sculk patches.
bc yes
you can /locate every single tree
Oh yeah I forgot that
Itβs really great
I feel like all containers will have their own textures
Ancient cities also use list pool element so we canβt 100% replicate them just yet
Doable now via jigsaw-feature bridging:
- Findable features
- Adding trees, walls, anything to existing features
- Processing segments of structure parts as they are generated
- (Not sure if this is supported yet) Features "calling" other structures
copper chest crying in the corner
Would be cool if they ever made it too yeah
Considering ender chest is also there
And has a special gold Ui too
you mean the top thigny?
oh wait, would it be placing the features inside of the structure bounds?
I found today some unique button
That's actually very good for certain types of structures where you can have variation in decorations
Interesting, I wonder if they're making the storage screen as well?
Wait, that's huge. No more nametagging everything just to show something
The youths don't know about debug utilities.
I had no idea it was a thing
Why would I though, I just world.sendMessage every error
The elderly don't know about debug utilities.
There
and then forget to remove the world.sendMessage when I update my pack
« latch_ender_chest »
It would be interesting if you only configured the feature and it's not possible to generate it; it doesn't appear in /locate. I haven't tested it, but I think that if the feature can't generate it, it will still be located.
Jigsaw structures can already have variations in decorations already, thatβs the whole point. Itβs more like terrain features can be added on top of more complex looking decorations I would imagine.
What I understand is you just have different jigsaw layouts with those decorations placed
This is actual generation
I don't have any uses cases but I need to start exploring structures soon
I don't think i like the fire icon being on the actual item.
i think this is good visually, but the layout should stay as it is now.
instead of overlaying one piece of useful information over another.
plus the actual progress arrow is missing
whose to say the animation changed, idk
Maybe it plays over the item slot as well now
This.
Hope DDUI arrives in 1.26.10 as experimental. I want to play with it more.
yeah that has been there for ages now
hey now
as one of like 4 people who know what a template pool is
i will have you know that
uhh
idk where im going with this actually
So, I wait this from the next preview lol
T9 + my typing skills on mobile are insane
not mentioning holograms like java
- wink wink
Idk what those are.
The placement filter is now only working for block filtering instead of support as well.
these are definitely suggesting a new mon
This only happens with multi-block
Block tags in equipment is a category error
LETS GOOOOOOOO! IM SO HAPPY ITS BACK
But isn't blending for glass?
Yeah that's just the material instance the maker of the addon used
I might change it because I hate blend on blend violence
But like
I gotta go through so much shit π
9(!) block bugs were confirmed fixed today. Yippee! Down to 27.
features can now connect to a Jigsaw Block with any Target Name, rather than onlyminecraft:bottom
Does this mean features themselves can point back to jigsaws???
Are block tags bugged? I know they changed them to be like items, but I'm still getting errors. Removing the tag component fixes it.
Thanks. I thought I was going crazy. Everything looked correct on my end.
Actually, I don't think anything from the new validation stuff shipped. I can still put flower pottable in permutations.
Fixed pickblock overriding items in hotbar with item_lock (MCPE-706240)
That issue doesn't exist. It's way above the current index.
And here I just wanted to have a relaxing night updating my behavior pack. 
NO
Also, I think minecraft:feature_pool_element may be bugged.
I can get it to work with Vanilla features but not custom ones.
Oh. It's not working with data-driven Vanilla features, either. Just the hidden ones like minecraft:desert_well_feature and minecraft:_huge_crimson_fungus_feature.
Yeah, I've gotta stop trying. I'm almost positive this is broken. Either that, or there's some setup I don't know about.
What is the difference between no_but_entity_effects_apply and no_but_side_effects_apply
Defines how received damage affects the entity:
\n- "yes", received damage is applied to the entity and all consequences of the attack occur.
\n- "no", entity is unaffected and no side effects from attacking occur.
\n- "no_but_side_effects_apply", entity is unaffected, but the side effects of the attack apply. This means that the attacker's weapon loses durability.
\n- "no_but_entity_effects_apply", damage is not applied to the entity, but knockback and enchantments are applied and the attacker's weapon is used as normal. The entity does not flash red.
ooo
At least the sculk patches should work because I think they are hardcoded
No, it just means you donβt need a specific target name in the jigsaw block to spawn features like you do on Java. This just makes it easier to have a bunch of single pool elements and feature pool elements in the same template pool.
Knockback and enchantments are considered side effects according to https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_damage_sensor?view=minecraft-bedrock-stable
@left fiber: we didn't actually see this part of the changelog working:
The custom block json api has the following changes that will affect loading of block json with format version
1.26.20and up.
What do you mean not working? We are enforcing some schema rules, are you saying the old way still works?
I can try again, but a couple of us didn't see anything from that section working.
Such as:
- No
minecraft:tagscomponent - No restriction of
minecraft:flower_pottableto rootcomponents
Tried on 1.26.20 format version
So you can still use Minecraft and that component IS restricted?
Here, let me just double-check.
Do you guys have any ideas or plans about improving blend or is that not in your area of work
Yeah, this isn't erroring but should be producing 2 errors, one for tag and one for flower_pottable:
{
"format_version": "1.26.20",
"minecraft:block": {
"description": {
"identifier": "test:block3",
"states": {"a:b": [false, true]}
},
"components": {
"tag:water": {},
"minecraft:geometry": "minecraft:geometry.full_block",
"minecraft:material_instances": {
"*": {"texture": "glowstone"}
}
},
"permutations": [
{
"condition": "q.block_state('a:b')",
"components": {
"minecraft:flower_pottable": {}
}
}
]
}
}
My team is essentially all things blocks at the moment. What do you mean improve blend?
Stuff like this, I know blend shouldn't have been used here but it shouldn't have happened either
Theres also the last imagw
Are we doing feature request, onNeighbourUpdate please /s
Where id like to have my block render from far away, be not fully opaque, and not rendering on top of each other
Yes thatβs on our radar
Jokes aside, I want the snow layer render such as snow layer on top of grass block changes texture.
We either wait for:
- onNeighbourUpdate
- A specific thing in material instance or something that changes texture
Our current approach was to use onTick but that killed perf.
Yeah I try to keep use of onTick to a minimum
And I don't use block entities at all
And one final ask is there any plans to allow OnRedstoneUpdate to see how much power is coming from a given direction and weather it is hard powered or not
Because just just check the surrounding blocks does account for the surrounding blocks not actually powering the block like say repeater thar isnt pointing into the block
Also, I have no clue who to contact about world-gen stuff.
John World Generation
Why are you using blend for this to begin with? It's really not meant for this kind of stuff. It could be improved (but not completely fixed), by sorting all transparent geometry, at the expense of performance, but you should really be using alpha test here
Here specifically is an addon made by someone else so you'd have to ask someone else
But in general making any block with complex geometry using blend just makes the game shit itself
Hell I still sometimes see faces get deleted out of existence even though im looking straight at them
It happens with vanilla blocks like slime and beacons too, so I think improvement is definitely needed
Really beacons shouldn't be using blend anyway
Neither should glass tbh
Im glad candles arent anymore
Also at least for alpha test id like to see an alpha_test to blend render method to provide at least a compromise with blocks like custom grass looking good close up and still looking fine far away
π€ Let's kill mobile and switch.
Huh?
Would allow for better stuff π₯
Passed it along to my team to take a look. Iβm technically on vacation so only so much I can do on my phone π
Vas? Above and beyond?
I think its so they get rendered far away
Brother out here getting pressed by strangers on his free vacation time π
Which is like half the point of a beacon
Only the beam needs to be seen, not the block.
BEACON WAYPOINTS WHEN
I mean if you can see the bottom of the beacon beam it would be weird to just see it coming out of a pyramid of iron
Why are you even here if you're on vacation? LOL. Enjoy your break.
thats an interesting use case
beacons are minecraft's waypoints
Not fully done, but here is a more interesting use case
Programmer art plank π¬
lol, just used the oak one and a red color overlay over it
Very cool
Added
interface ContainerAccessSourcetobeta
Addedinterface ContainerAccessSourceFiltertobeta
Addedclass EntityContainerClosedAfterEventtobeta
Addedclass EntityContainerClosedAfterEventSignaltobeta
Addedclass EntityContainerOpenedAfterEventtobeta
Addedclass EntityContainerOpenedAfterEventSignaltobeta
Addedinterface EntityContainerAccessEventOptionstobeta
Addedclass BlockContainerClosedAfterEventtobeta
Addedclass BlockContainerClosedAfterEventSignaltobeta
Addedclass BlockContainerOpenedAfterEventtobeta
Addedclass BlockContainerOpenedAfterEventSignaltobeta
Addedinterface BlockContainerAccessEventOptionstobeta
AddedEntityEnderInventoryComponentfor accessing a player's EnderChest container contents tobeta
I don't know why but I somehow misread this as being able to forcefully open an entity or block's inventory for a player. I am now sad.
I think DDUI will be the one to forcefully do so, because @slim pine it was confirmed that DDUI will be receiving inventory, block container options in the future
Like making a block container through DDUI
Then probably doing checks through those signals/events
RIP UI in resource packs then
Wdym?
I don't see why regular UI wouldn't be in RP still
DDUI files are in RP.
Ohh
Lmao, I thought they were in script files in BP
I just thought DDUI and regular OreUI were going to be separated π
Nvm then. I was going to say that DDUI, like many other things, seems to be focusing on scripting capabilities exclusively with no ability to customise it via resource packs, but it is clearly not the case and at least something is being done, even though it currently can't be used, so that's nice.
Also, what do .brachive files even do?
Yeah I forgot those exist. Hopefully they won't meet the fate of client side camera definitions and will be customizable via RPs
For us? Nothing.
Ah
The idea (eventually, ignoring the modal form templates) is that you would put your visual stuff (layout files, style files, images, etc.) into the resource pack and from script you'd push the screen with data bindings for the data.
The whole "Lets craft a generic form programatically from script" isn't the disired end state. The desire is that people can make rich, detailed, intentional screens in the resource pack and "just" provide data from the server when they go to show it.
πΏ Can we make DDUI from the new Text shapes.
Is there any possibility of eventually getting custom UI that can work exclusively in a resource pack, without requiring a BP? It would be cool if we can make custom, functional UI like showing number of arrows in the inventory; showing shield durability as an icon; debug screen with lots of info; interaction pop-ups like showing a bucket icon when pointing at a cow with an empty bucket in hand. Data for these kinds if screens can come from molang, or client scripting if/when that comes out.
Only server-ui
When we get a taste of it, it will be perfect.
It's cool to be able to customise the designs and layouts from resource packs, but currently a combination of json UI + entity rendering is flexible enough to create client-side functional UIs, similar to the ones I named above. So what I'm asking is, whether this use case of functional UI, without BP is something that we will be able to do in the future with the new UI system
i just checked the changelog, i wished i had this half a year ago before i did annoying command stuff to get enderchest contents. ima rewrite my old script when it gets to stable.
This is not something we're currently planning. Our UI focus right now is script driven (which is inherently server-based for the foreseeable future).
That's a bit sad that you only focus on add-on creation first and resource pack mlater
that's one of my only complains about Ore UI

RP can't customs the textures of any assets that OreUI uses
(it's also a reason why i like JSON more than OreUI)
@calm girder did you read this
I haven't because I didn't see the message
By the way, @velvet wolf, I didn't see the new features-from-jigsaw stuff working with anything except Vanilla hardcoded features. Nothing data-driven seemed to work. I'm not sure if this is incomplete, I'm missing something, or if I should file a bugβ¦
That seem more complicated than just, replacing an existing texture (like we usually do in textures/ui/)
compatibility
waiting for client side scripting
Sounds like the PR just missed branch cut. So it should be in next week.
Attempted to make my own shadow text since TextPrimitive doesn't have it but if depthTest is set to false, even when the second text is rendered behind it ends up having issues and overlays incorrectly just from moving from one side to another. This issue doesn't occur when set to true.
I guess depthTest also chooses to ignore it's own self (other text).
could be fixed with a junky work around, but better report it
Yay feature_pool_element fix next week
Finally. Text displays
Shame we can't do TextPrimitive.font() or something. Would be cool to just use MinecraftTen or MinecraftFive font like this but since RawText was added I guess back to glyphs for now lol
i have an idea, but navi will not approve
Go on... 
I've never seen those mistakes before.
literally all my shit using scripting 2.0 is broken wtf
Same, literally unusable rn for development
What format version are you using?
Because Alien Edds had this convo here #add-ons message
Seems theyre ab testing.
That makes a lot of sense
my blocks weren't using 26.10 for the format version though
also i did try changing a block to use 26.20 and it was still broken
1.21.130 π
Why don't you update?
I dont need to
im forwarding alot of these here just in case
but ive been seeing severe texture corruption since the last few previews
It's actually not just this Preview. It has happened to me a lot more than you think
ive never seen any of this occur once in stable
its been perfectly fine since the texture streaming toggle has been added
which i also have off
Pretty sure I've had it happen to me in stable but I'll have to make sure later
While it's a fun bug, it does mean that you'll have to either reload the world and at times restart the game
it happens regardless of resource pack
does the devs have there content log turned off
heres the thing right. even with restarting or reloading something else just breaks instead
it changes with every reload
sometimes my crosshair is some random mob texture, sometimes i just dont have a crosshair, sometimes the menu is broken, it changes and sometimes the game is broken immediately on restart
ive reinstalled, scan/repair, basically everything. stable is perfectly fine. been an issue for me at least since texture streaming
resource pack doesnt matter either. happens with none applied
This shade of pink looks lovely imo
this corruption stuff makes it very hard to actually do anything
Yeah-
apparently after searching, its been an issue since like 1.21.100 at least.
That sounds more like it
And about this, it's funny how all the shelf textures are just gone
wait yeah
i thought that was my doing, sense missing with the atlas texture does some weird stuff sometimes
more corruption
The inventory does look cool though
kinda weird that i never ever had the texture swapping bug or the pink one
ive never had this issue till now
the last 3 previews have had it
but i cant really give a detailed report on it because idk what causes it
it just happens
seem inconsistent
the "fix" is to just not play the game, and the cause is just playing the game
i didn't have it, i do play previews and test stuff there
guess im now one of the unlucky ones stuck with it
ive tried all things that should work
like a scan/repair
is it just one device?
It's inconsistent for me. It only starts happening when I restart my world several times, but I wonder if it's something that has to do with NVIDIA GPUs?
could be an NV issue
im not sure tho
cuz for me its consistent from the time i start the game, to the time i leave. something is always broken, even if its small
probably not
i have nvidia gpu
but maybe newer ones
if i knew what caused it i could try and repeat it on my other systems but im not sure. its also tough to narrow down if its NV exclusively because my laptop is also NV
and i dont trust the AMD Igpu to actually be able to play the game
I had this issue even in stable v26
Yea I realized it's not preview exclusive
Thought it was texture streaming bugs
But if it was it shouldn't be happening cuz I have it off
But i actually also have an AMD pc 
Since the new versions i also cant use any type of skins on servers but they closed my bug report as βWorking as intendedβ so no more skins for me i guess
Found a bug report for it, MCPE-237057.
Seemed to spontaneously start occurring today for no clear reason, for several people.
Can you tell me what can we do with feature pool element
place features in structures
its bugged rn however
But how can we use
Did there adden anything in jigsaw ui.
template pool elements
Oh ok
New preview soon! Hope we'll get rtx change as it was last preview!
I'm a few days late but do you have your fps slider set to unlimited?
That's a common cause for this issue and has been the issue for me in the past
Not sure cuz I don't think the slider exists anymore
it does under fancy graphics options
yeah that'll be your issue then if so
set it to anything else and it should fix it, maybe after a restart
Weird thing to cause issues
Now that we are getting container components, is it possible that we are also getting a way to force a player to open a container?
No
I hate this bug lmao
My OS crached after i started minecraft. I love windows 11!
They said they added a MERS map for it. I guess they had to trade something else for it, the albedo.
This preview was fire. End flashes for RTX is somthing I wnated for a long time
This is not like a new RTX feature, but it works
is it only me, or is this just a video of a pink bulb in the sky?
Is textPrimitive specifically a preview thing? I can't remember if a form of it can be used in experimental.
Currently preview, yes
But it should be coming to Beta APIs in 26.20 release
