Added "Auto-jump" option in the Controls tab. When toggled on, it automatically makes the player jump.
Auto-jump does not activate while sneaking.
Auto-jump activates when moving into a wall of height ≥ 0.5b (even though the player can step up to 0.6b)
Auto-jump does not activate for +1.25b jumps. The upper bound increases with jump boost.
Notable uses include: 100% strat for hh 1+1 jumps, easy way for grinding on stairs aka "slab-boosting".
Blocks
Added Magma block, which damages the player when they are standing on it, unless they are sneaking.
1.10.1: Farmland is now 0.9375b tall (15px), instead of 1b.
Other
New Debug shortcut: F3+G shows chunk borders.
1.11 (Exploration Update)
Category
Changes
Movement
Sneaking now prevents falling more than 0.6b (previously 1b)
Blocks
Added Shulker Box - 1×1×1 collision box, can extend by 0.5b when opened with right click.
The extension increases and decreases by increments of 0.05b every tick.
The shulker box can only be opened if it doesn't end up intersecting with another collision box.
Interestingly, the opening starts with a surplus of 0.01b, which means the player is actually pushed 0.51b. At the end of the opening animation, the extension's length is brought back to 0.5b.
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.
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.
Added Bells - 4 variants:
Floor: simple 0.5×1×1 collision box.
Wall, Double-Wall, and Ceiling: same bell structure (0.5×0.5 base, 0.375×0.375 waist), each variant has a support beam of respective widths 0.125×0.8125, 0.125×1, 0.125×0.125.
Added Campfires
Collision box is 1×0.4375×1.
Damages the player when not sneaking (even when standing on the edge, unlike Magma blocks).
Added Composter - same collision box as the old cauldron, except the inner floor is 0.125b high.
Added Grindstone - 0.5×0.75×0.75 stone that stands 1b tall, with two parallel legs that connect it to the floor.
Can be placed against a wall or ceiling, in which case the collision box is rotated accordingly.
Added Lanterns - Centered collision box that consists of a 0.375×0.4375×0.375 base, and a 0.25×0.5625×0.25 top.
If hung to a ceiling, the collision box is shifted 1 pixel upward (0.0625b).
Added Lecterns - Centered collision box that consists of a 1×0.125×1 base, and a 0.5×0.875×0.5 top.
Added Scaffolding - a semi-tangible block that has similar climbing properties as ladders.
Each Scaffolding has an physical "floor" at its top. If a Scaffolding has no blocks below, it gets an additional floor at its bottom (0.125b tall).
Scaffoldings have no tangible walls or ceilings.
Sneaking makes the floor intangible as well, unless there is no blocks below it. When sneaking inside a Scaffolding, the player moves downward.
Added Stonecutter - 1×0.5625×1 collision box.
Added Sweet Berry Bushes - similar to cobwebs though less restrictive, but deal damage if the player is moving (past the sapling stage).
Added Wither Rose - no collision box, but inflicts the Wither effect to the player when standing next to it.
Beds have a more accurate collision box.
The legs now have individual bounding boxes.
Cauldrons have an even more accurate collision box.
The legs now have individual bounding boxes.
Other
Added separate "Mouse Controls" tab in Controls, which include the "Raw Input" option.
Added Honey blocks - 0.875×0.9375×0.875 collision box, has sticky properties:
If the player is standing within the inner surface of a Honey block, they experience the same slowdown properties as soulsand. Also, the player can only jump 0.383m high, owing to an initial jump acceleration of 0.21 units (instead of 0.42). These effects also apply to blocks up to 0.5b above it (including slab).
If the player is near its walls, they will experience a sort of slow falling effect.
Slowdown now only applies to the inner surface. The 0.3m perimeter around it acts as a normal block.
Slowdown applies to blocks up to 0.5b above it (including slab).
If the player manages to get inside a soulsand block, they will find that it has "intermediate floors" that they can stand on. These floors are at heights 0.125, 0.25, 0.375, 0.5, 0.625, and 0.75. The first four are affected by slipperiness.
Other
Elytras can be activated immediately after jumping.
New gamerules: "fallDamage" and "fireDamage", which can be set to false.
1.15.2: status effects are now stored when overwritten.
Bugfix: Jumping on a boat no longer causes fall damage.
1.16 (Nether Update)
Category
Changes
Movement
Lava physics improved:
Flowing lava now pushes the player.
The "area of effect" depends on the lava's level. The player can jump out lava if it's low enough.
Pigs, Striders, and Horses check if they are in blocks such as bubble columns another time near the end of the tick. This applies while the player is riding these entities, but does not apply to the player itself.
Blocks
Added Candles:
This has the same hitboxes as a sea pickle.
Added Candle cakes:
This has the hitbox of a cake with an additional hitbox on top for a candle.
Added Sculk Sensors:
This has the same hitbox as a bottom slab.
Added big dripleafs:
The hitbox of this block varies based on its tilt, which is affected by players standing on this block.
It can be stood on for 20 ticks, before it tilts once and lowers its hitbox slightly [1]. This is calculated server sided.
After another few ticks, the block's tilt will change once again and the block will have no hitbox [1]. This is calculated server sided.
The leaf will immediately fully tilt if hit by a projectile. [1]
Added dripstone:
The hitbox of this block varies based on its thickness and vertical direction, and is also offset randomly with the same fixed formula as bamboo.
Unlike bamboo, this block can be offset no more than 0.125 blocks from its original position.
Added powder snow:
Entities with more than 2.5 blocks of fall distance will have a hitbox with a height of 0.9. The stuck speed multiplier will reset fall damage and the entity will fall through the next tick.
Entities with leather boots will have a full block hitbox, as long as the entity's Y position is above the top of the block.
Entities with leather boots are able to climb this powder snow.
Otherwise, this block has no hitbox and the player will fall through.
Staying in powder snow will slow the player.
However, when the player is on an air block, the slow effect will be cleared at the end of the tick, regardless of what the server tells the client
The client will apply its own slow effect at the end of the tick, based on the server controlled frozen ticks metadata.
The server also sets the frozen speed reduction attribute, applied at the start of the tick which overrides the client's previous tick. Leading to unpredictable speed.
Entities in stuck snow get a stuck speed multiplier of (0.9, 1.5, 0.9). This means the player will move slower horizontally but can jump higher in powder snow than they otherwise would be able to.
Added azaleas:
This block has the hitbox of a top slab with an extra hitbox beneath to represent the stem.
Added amethyst clusters and buds:
The hitbox varies between clusters, small buds, medium buds, and large buds.
Other
Bugfix: Standing on top of a boat will no longer rapidly teleport the player.
Bugfix: Buckets will no longer desync with rapid looking, although they can still desync over a high latency connection.
The player's block coordinates must be in water for them to start swimming. This fixes players rapidly switching between swimming and not swimming state when only their heads are touching water, and not their feet.