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* X/Z collisions changed, the first direction processed now depends on the player's velocity. |
* X/Z collisions changed, the first direction processed now depends on the player's velocity. |
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** If <math>|V_X| |
** If <math>|V_X| \geq |V_Z|</math>, the collision order is Y→X→Z (same as before) |
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** Otherwise, the collision order is Y→Z→X. |
** Otherwise, the collision order is Y→Z→X. |
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** In that sense, neos "feel like X-facing", but the comparison is not accurate, particularly for diagonal movement. |
** In that sense, neos "feel like X-facing", but the comparison is not accurate, particularly for diagonal movement. |
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* Added Candles: |
* Added Candles: |
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**This has the same |
**This has the same hitboxes as a sea pickle. |
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* Added Candle cakes: |
* Added Candle cakes: |
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**This has the hitbox of a cake with an additional hitbox on top for a candle. |
**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. |
**This has the same hitbox as a bottom slab. |
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*Added big dripleafs: |
*Added big dripleafs: |
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**The hitbox of this block varies based on |
**The hitbox of this block varies based on its tilt, which is affected by players standing on this block. |
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**It can be stood on for 20 ticks, before it tilts once and lowers |
**It can be stood on for 20 ticks, before it tilts once and lowers its hitbox slightly <ref name=":0">https://minecraft.fandom.com/wiki/Big_Dripleaf</ref>. This is calculated server sided. |
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**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. |
**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. |
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**Powered leafs do not tilt. <ref name=":0" /> |
**Powered leafs do not tilt. <ref name=":0" /> |
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**The leaf will immediately fully tilt if hit by a projectile. <ref name=":0" /> |
**The leaf will immediately fully tilt if hit by a projectile. <ref name=":0" /> |
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*Added dripstone: |
*Added dripstone: |
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**The hitbox of this block varies based on |
**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. |
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**Unlike bamboo, this block can be offset no more than 0.125 blocks from |
**Unlike bamboo, this block can be offset no more than 0.125 blocks from its original position. |
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*Added powder snow: |
*Added powder snow: |
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**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 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. |
**Otherwise, this block has no hitbox and the player will fall through. |
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**Staying in powder snow will slow the player. |
**Staying in powder snow will slow the player. |
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*** 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 |
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*** The client will apply its own slow effect at the end of the tick, based on the server controlled frozen ticks metadata. |
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*** 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. |
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**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. |
**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. |
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*Added azaleas: |
*Added azaleas: |
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!Category |
!Category |
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 |
|
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 |
|
Other |
|
1.15 (Buzzy Bees)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|
1.16 (Nether Update)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|
1.17 (Caves & Cliffs)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|
1.18
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|