While in Creative mode, moving towards a block and hitting the "Jump" key when the auto-jump feature activates, starts the player flying.
I believe it happens because, while in Creative mode, hitting the "Jump" key twice in quick succession toggles flying.
If auto-jump is registering as the "jump" key, and the user hits "jump" shortly thereafter, it would count as hitting "Jump" twice, and toggle flying.
I'm not sure if this is an "Intended Feature" - I certainly wasn't expecting it.
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From what I've seen: being in the air and hitting the jump key does not toggle flying.
This is easily tested by walking/jumping off of a tall tower, falling for a second, then hitting the jump key.
But, yes, it does seem that auto-jump counts as a 'jump' key - so hitting jump yourself, after auto-jump activates, starts you flying.
This isn't necessarily a bad bug, probably useful - a lot of bugs in Minecraft have been useful.
Oh, really? This is probably the second biggest new bug in 1.10 (after mobs spawning on magma) and it should be really easy to fix. I prefer bugs fixed to quick updates.
But to the topic: If the flight start is dependent on the current upwards/downwards speed, it should also be possible to trigger it when bounced up by slime blocks (for example). Then it may not be so easy to fix. I'll test that now.
Well, I don't know about being one of the "biggest" new bugs; the bright red lava from 16w21a❓ was pretty big... and painful to look at! I'm really glad that one got fixed; I was worried there for a little bit that the developers had actually changed the texture of the lava!
I'm not sure how there would be a quick fix for this bug; you could change the auto-jump to count as "holding" the space bar until the player model is in contact with the ground again (which might also solve the water issue); but I can imagine that could 'cause all sorts of trouble in Creative/Spectator mode; especially with the ability to change between them with a keyboard shortcut.
What did you have in mind as a possible solution?
That 'auto-jump' seems to count as the "jump" key is easily noticeable while in shallow water; if you move towards a block and auto-jump tries to get you out, you'll see yourself bobbing up and down slightly (the same as if you were tapping the jump key over and over - on a non-creative/spectator mode).
I don't have the code, but there is probably a method for checking the jump key that then executes a method for jumping, a method for flying higher, a method for swimming up or whatever, depending on in what situation Steve is in. Currently auto-jump triggers the jump key method, not the jump method. As I said, all speculation, but that seems plausible/probable to me.
It is interesting that you mention methods - that it's a program, and it behaves this way because something in the coding is telling it to, isn't something I had really thought about. I know that it's a program, but I hadn't looked at this from that perspective...
I was inclined to ask why you would think it's separate methods and not just an "if/else" branch; but thinking about what that code might actually look like...
I realize it's probably full of method calls.
Three at least: "jump", "swim_up", and of course the method that 'listens' for user input (typing on the keyboard; moving the mouse; etc.) and then performs the action...
if on_ground == true then jump
. elsif swimming == true then swim_up
. elsif game_mode == 'Creative'
. if just_jumped == true then flying != flying end
. else do_nothing
end
I believe that flying in Creative mode activates when you are in mid-air. Either that, or Auto-Jump counts as a player toggled "jump" when you automatically jump up a block.