Waypoint styles are referenced in the assets/minecraft/waypoint_styles/
folder. The folder assets/minecraft/textures/gui/sprites/hud/locator_bar_dot/
is just where the waypoint styles get the sprites from, and the waypoint styles can reference multiple sprites for showing distance. The default style is just default
, referencing the default_[0-3]
sprites, and that is the only one provided by vanilla.
That resolved the issue. Thank you.
[media]Got the crash when going back and forth through a nether portal
[media][media]Since the changelog says that NaN and Infinity are not supported, I would expect this to not be intentional
Cannot reproduce. Probably is a graphics issue. Did you restart your computer, not just the game?
Fixed in 25w03a along with the entity variant component changes
Upon further testing, the layer preview does not update its layer type count past what it has already displayed previously. Adding additional layers cuts off layers below in the preview, but they are still present in the preset box when you go to edit again. If you click recreate on a superflat world that has more layer types, it shows all properly but cuts off at the bottom when adding more layer types, still showing only the initial number of layer types. Removing one layer type from the recreated superflat crashes as well as that is less than what the preview shows, since the preview cannot display a layer that does not exist.
[media]The game crashes when less than three block IDs are specified. The game crashed when I removed the bedrock layer of the classic flat preset, and explicitly adding 2 additional separate layers of air to the void preset loaded fine.
[media]
The sprites are used for indicating waypoint distance. The default style has the sprite get smaller the farther away the waypoint is using the default distances. Styles can define a
near_distance
and afar_distance
, and the waypoint renders one of the sprites depending on where the distance falls in that range. First sprite is used up tonear_distance
, last sprite is used afterfar_distance
, and the other sprites are split linearly over the distance range.