Version Differences: Difference between revisions
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Minepvpkill (talk | contribs) (Collection of small specifications thanks to "Villager1 Gaming#5278" (568518399571787778)) |
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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-94274 large Cocoa has the same collision box as medium Cocoa]. Fixed in 1.11. |
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* Bug: [https://bugs.mojang.com/browse/MC-94016 Panes and Bars connect to barrier blocks]. |
* 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. |
* Added "Auto-jump" option in the Controls tab. When toggled on, it automatically makes the player jump. |
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** Auto-jump does not activate while sneaking. |
** Auto-jump does not activate while sneaking. |
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** Auto-jump activates when moving into a wall of height |
** Auto-jump activates when moving into a wall of height ≥ 0.5b (even though the player can step up to 0.6b) |
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** Auto-jump does not activate for +1.25b jumps. The upper bound increases with jump boost. |
** Auto-jump does not activate for +1.25b jumps. The upper bound increases with jump boost. |
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** Notable uses include: 100% strat for hh 1+1 jumps, easy way for [[Special:MyLanguage/Jump Cancel|grinding]] on stairs aka "slab-boosting". |
** 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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* 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| ≥ |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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* Bug: In 1.14+, [https://bugs.mojang.com/browse/MC-148869 the player can clip through the ground when exiting a boat]. |
* 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. |
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* 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. |
* 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 same phenomenon happens when standing on a boat. |
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**The player does not appear to be sneaking while in this state. |
**The player does not appear to be sneaking while in this state. |
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*Bug: [https://youtu.be/p5C5MHKaxAk Blips cancel fall damage]. |
*Bug: [https://youtu.be/p5C5MHKaxAk Blips cancel fall damage]. Fixed in 1.16. |
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*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. |
*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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* Standing on top of a boat will no longer rapidly teleport the player. |
* Bugfix: Standing on top of a boat will no longer rapidly teleport the player. |
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*Buckets will no longer desync with rapid looking, although they can still desync over a high latency connection. |
*Bugfix: Buckets will no longer desync with rapid looking, although they can still desync over a high latency connection. |
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*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. |
*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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Revision as of 20:30, 10 November 2021
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 |
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1.15 (Buzzy Bees)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
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1.16 (Nether Update)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
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1.17 (Caves & Cliffs)
Category | Changes |
---|---|
Movement |
|
Blocks |
|
Other |
|