the bug you linked is resolved as "works as intended" but it has no comments... it was also reported in 2014... I am dissatisfied with this resolution.
Falling = having downwards momentum while mid-air, right? So yes the player is falling if they have levitation 128 and mid-air.
You said downwards momentum was needed for elytra to activate. Levitation 128 gives downwards momentum. Elytra still doesn't work.
It is unsupported, but it should be supported.
What do you mean? It's definitely supported, as it works correctly.
Still, we digress. You said activating the elytra requires downwards momentum. Levitation 128 obviously gives downwards momentum, but the elytra still refuse to be activated.
But amplifier 128 for levitation DOES work. Try it for yourself. It makes you fall super-fast
???
Completely unrelated
But even when a negative levitation effect is applied (a.k.a. amplifier 128 or greater, which makes you fall instead of float), the elytra still won't activate after I press jump.
It happens to players too, so it might be WAI
However if you have jump boost it will always retain the sprint afterwards. Very strange.
Can confirm.
Does not happen every time, but yes, it does happen
Can confirm. Don't know if it's intended though. Started watching
Cannot reproduce. Could you provide a command where such error occurs when executed?
Also while levitating you cannot activate the elytra.
Confirmed for 16w20a (1.10 snapshot)
Ok then. I guess my bug report is based on outdated sources.
I have been testing for a bit, but a clear answer from a mod might be nice.
So, what is the current (1.9.2) implementation?
Is it like Searge said in the other post, that 1<<slot disables all interaction, and 1<<(slot+8) disables removing but not replacing, and 1<<(slot+16) disables placing but not replacing?
So this report is saying that, disabling placing should also mean disabling replacing?
I think you might be misunderstanding (or I might be misunderstanding), but I'll edit the description to be more clear.
the bug you linked is also reproduced in another way, through flint and steel. I am focusing on the player proximity trigger.