mojira.dev

Enchanted_Games

Assigned

No issues.

Reported

MC-301283 Sprint and sneak input can get 'stuck' if a screen is opened right as the input is pressed Fixed MC-301267 Vertical display translations are always ignored on shelves Invalid MC-301266 align_items_to_bottom no longer aligns items to bottom Duplicate MC-300113 pack.mcmeta no longer accepts the longform object syntax in the supported_formats field Fixed MC-298139 Items bigger than the size of a slot incorrectly bleed over onto other items Fixed MC-296916 The panorama_overlay texture is rendered on top of other gui elements on the title screen Duplicate MC-296813 The panorama isn't slightly blurred anymore which causes some "flickering" effects Fixed MC-280316 Game crashes after a few seconds when loading into a world Duplicate MC-280305 GUI elements incorrectly overlap on macOS Fixed MC-279822 Enchantment glint incorrectly z-fights in some situations with composite item models Confirmed MC-279231 Azalea Leaves have incorrect particle colors Fixed MC-278325 Item particles do not react to dynamic model changes Invalid MC-278006 Trial spawners never try to spawn mobs in peaceful difficulty Community Consensus MC-266019 Large bold text can have gaps in the middle of characters Fixed MC-252793 Command Blocks with a setblock command don't place spawners properly Duplicate MCPE-150401 Resourcepacks sometimes don't reload Incomplete MC-221620 Jukebox music plays from the North-West corner of the block Duplicate

Comments

As I mentioned, there was nothing in the changelog to state that the old format has changed, and if you want to make a multiversion pack you need to use this old format anyway. A breaking change like this being present without any mention in the changelog is unusual, which is why I don’t think it was intentional

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This seems to have been fixed in the latest snapshot 25w16a, it no longer happens for me on mac with an updated version of the test resourcepack (attatched)

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Can confirm, this happens for me with the test pack on Apple M4 pro

This seems to be exclusive to models generated from a texture. Using a cuboid placed in the exact same position doesn't cause the z-fighting to occur, I've attached an updated resourcepack that reproduces this

Seems to be fixed in 25w04a

Can confirm in 24w44a. This seems to be caused by the following in net.minecraft.world.level.block.entity.trialspawner.TrialSpawner#canSpawnInLevel:

public boolean canSpawnInLevel(ServerLevel serverLevel) {
    if (this.overridePeacefulAndMobSpawnRule) {
        return true;
    }
    if (serverLevel.getDifficulty() == Difficulty.PEACEFUL) {
        return false;
    }
    return serverLevel.getGameRules().getBoolean(GameRules.RULE_DOMOBSPAWNING);
}

When the doMobSpawning gamerule is set to false, this method will return false and will cause the trial spawner to stay in the waiting_for_players state

This is still present in 24w44a, although the gaps no longer appear and disappear when you move the camera