Translations:Version Differences/23/en

{| class="wikitable" !Category !Changes
 * Movement
 * X/Z collisions changed, the first direction processed now depends on the player's velocity.
 * If $$|V_X| ≥ |V_Z|$$, the collision order is Y→X→Z (same as before)
 * Otherwise, the collision order is Y→Z→X.
 * In that sense, neos "feel like X-facing", but the comparison is not accurate, particularly for diagonal movement.
 * Ladders and vines can now be climbed by simply pressing jump.
 * In general, it does not make more jumps possible, but they now feel easier to perform.
 * In particular, vines can be climbed without a supporting block.
 * Sneaking changed:
 * Sneaking lowers the player's height even more (from 1.65m to 1.5m, allowing them to fit under 1.5b ceilings).
 * The player can sprint while sneaking.
 * It takes some time to get out of the sneaking animation. It no longer seems possible to exploit sneaking to build speed on ledges.
 * Lava's area of effect is one full block (minus 0.001b on every side).
 * The player can be forced under a ceiling (by using a piston or trapdoor, for example)
 * Under ceilings between 1.8b and 1.5b, the player enters a sneaking state.
 * Under ceilings lower than 1.5b, the player enters a swimming state.
 * Under ceilings between 1.8b and 1.5b, the player enters a sneaking state.
 * Under ceilings lower than 1.5b, the player enters a swimming state.
 * Bugfix?: Blips have been "patched": the player can no longer abuse stepping mechanics to gain artificial jump height.
 * The player can still clip onto the side of blocks when landing against a wall.
 * A new glitch was introduced: "blip-down", which happens when activating stepping on the edge of a block.
 * Bug: The player can conserve X speed when colliding with a wall.
 * Bug: The player can hover ~0.00031m above ground, until they start moving.
 * Blocks
 * Added Bamboo:
 * Collision box is 0.1875×1×0.1875, even for small bamboos which appear 2 pixels wide.
 * Placed in a (pre-determined) random position, which rarely aligns with the traditional 16-pixels grid.
 * Collision box is 0.1875×1×0.1875, even for small bamboos which appear 2 pixels wide.
 * Placed in a (pre-determined) random position, which rarely aligns with the traditional 16-pixels grid.