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* Bug: [https://bugs.mojang.com/browse/MC-94274 large Cocoa has the same collision box as medium Cocoa]. Fixed in 1.11.
* Bug: [https://bugs.mojang.com/browse/MC-94016 Panes and Bars connect to barrier blocks]. Fixed in 1.12.
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* 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
** 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 [[Special:MyLanguage/Jump Cancel|grinding]] on stairs aka "slab-boosting".
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* Bug: [https://bugs.mojang.com/browse/MC-135831 exiting water at Y=256 sets the player in a state where they can jump higher].
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* Added Conduits, which have a centered 0.375×0.375×0.375 collision box.
* Added Sea Pickles, which have 4 variants (depending on the number placed):
** Tier 1: 0.25×0.
** Tier 2: 0.625×0.
** Tier 3: 0.75×0.375×0.75
** Tier 4: 0.75×0.4375×0.75
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* X/Z collisions changed, the first direction processed now depends on the player's velocity.
** If <math>|V_X|
** 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.
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* Bug: In 1.14+, [https://bugs.mojang.com/browse/MC-148869 the player can clip through the ground when exiting a minecart or a boat]. Fixed in 1.16.
* Bug: In 1.14.1+, [https://bugs.mojang.com/browse/MC-153698 jumping on a boat in water accumulates fall damage] Fixed in 1.15.
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**The same phenomenon happens when standing on a boat.
**The player does not appear to be sneaking while in this state.
*Bug: [https://youtu.be/p5C5MHKaxAk Blips cancel fall damage]. Fixed in 1.16.
*Bug: [https://www.youtube.com/watch?v=mP0S45pySEk The player can enter the swimming state under a waterlogged ceiling], by sneaking at the right time.
**
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|Blocks
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* 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.
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**This has the same hitbox as a bottom slab.
*Added big dripleafs:
**The hitbox of this block varies based on
**It can be stood on for 20 ticks, before it tilts once and lowers
**After another few ticks, the block's tilt will change once again and the block will have no hitbox <ref name=":0" />. This is calculated server sided.
**Powered leafs do not tilt. <ref name=":0" />
**The leaf will immediately fully tilt if hit by a projectile. <ref name=":0" />
*Added dripstone:
**The hitbox of this block varies based on
**Unlike bamboo, this block can be offset no more than 0.125 blocks from
*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.
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**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:
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|Other
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* 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.
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== 1.18 == <!--T:40-->
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{| class="wikitable"
!Category
!Changes
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|Movement
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* TODO
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|Blocks
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* TODO
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|Other
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* TODO
|}
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Latest revision as of 22:43, 22 December 2023
This article lists all parkour-related changes in newer versions of Minecraft (1.9+), including bugs and bugfixes.
For the full changelogs, see here (Minecraft Wiki).
Changes are grouped into 3 categories:
- Movement: Changes or additions to movement mechanics.
- Blocks: New blocks, or changes in current blocks' properties.
- Other: Changes that should be mentioned, but that do not affect standard parkour (effects, enchantments...)
1.8
Category | Changes |
---|---|
Movement | ... |
Blocks | ... |
Other | ... |
1.9 (Combat Update)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|
1.10 (Frostburn Update)
Category | Changes |
---|---|
Movement |
|
Blocks |
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Other |
|
1.11 (Exploration Update)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
1.12 (World of Color Update)
Category | Changes |
---|---|
Movement | |
Blocks |
|
Other |
1.13 (Update Aquatic)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|
1.14 (Village & Pillage)
Category | Changes |
---|---|
Movement |
|
Blocks |
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Other |
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1.15 (Buzzy Bees)
Category | Changes |
---|---|
Movement |
|
Blocks |
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Other |
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1.16 (Nether Update)
Category | Changes |
---|---|
Movement |
|
Blocks |
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Other |
|
1.17 (Caves & Cliffs)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|
1.18
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|