mojira.dev

SeaOfPixels

Assigned

No issues.

Comments

Like I said I tested this issue and it still happens with spears that are modified to have a hitbox margin of 0. Your videos do not show the issue I had in the videos you deleted for irrelevant reasons.

This would also fix harming arrows not increasing damage properly on high power shots, which would prevent players from intentionally shooting low power shots to make the harming effect actually work.

Eh I think better fix is to make instant harming arrows actually increase damage instead of hackily applying an effect the same tick. The portion of damage added could still be treated as magic damage, but it should function as a single attack rather than two at once.

I also tested this with a custom spear that has a hitbox margin of 0 instead of the default 0.125, and this issue still happens, so it is not related to that value.

I can reproduce it extremely easily. The visual indicator for non stab-type weapons disappears immediately when moving off a mob, and reappears immediately when moving onto a mob. The spear’s indicator lags behind severely in both cases, and the lag on the visual indicator is the same as the lag on attack registration.

Here is an example of charge attacks failing to register despite being at the require 4.6 blocks per second for it to connect on the target (the target in this case is completely still, so their speed should not affect the charge attack connecting).

The player is strafing in a full sprint of 5.6 blocks per second, but the charge attack cannot connect.

[media: Minecraft 26.2 - Singleplayer 2026-10-15 23-39-12.mp4]

Still not fixed in 26.3.

Works as intended. Momentum is carried into thrown projectile momentum, this has been the case since 1.9.

This is intentional. At some point they changed it to “fix” this, but there was a ton of backlash towards it, because it meant falling from very small heights would damage the player, and it was reverted.

Reply to Primitive Enderdragon: This issue is not related to that one. Shields not dealing knockback to attackers is naturally not related to to invulnerability tick behavior.

Toggle cinematic camera is not bound. If I bind it to something, the issue does not happen. The bug seems to be that in 26.3, having cinematic camera not bound causes it to activate when pressing the windows key.

Can confirm, this is a critical issue. Note that this is not related to multiplayer, even in singleplayer when attacking mobs, dealing a sprint-knockback attack no longer cancels your sprint.

[media: Minecraft 26.3 Release Candidate 2 - Singleplayer 2026-09-12 06-11-08.mp4]
[media: Minecraft 26.3 Release Candidate 2 - Singleplayer 2026-09-12 06-10-28.mp4]

Example with fist and example in 3rd person.

Tabbing out of the game by using the windows key*

Also note that tabbing out of the game while in fullscreen mode (instead of windowed) also no longer causes the game to become minimized, instead now only causing the taskbar to appear over the game. This is the case regardless of whether or not exclusive full screen mode is enabled.

[media: Minecraft 26.3 Release Candidate 2 - Singleplayer 2026-09-12 06-00-46.mp4]

Still waiting for this to be fixed. Spears do not scale in the same way as swords axes and maces due to this bug, making them fall off in high-power PvP environments with Strength when they shouldn’t.

Like I said, the most likely cause is that the minimum attack range is much more strict on Java on the back-end, even if the values for it technically match between Java and Bedrock. Java may also just have issues in general when it comes to calculating its minimum attack range against moving entities.

Many servers opt to fix this bug, it’s about time it get fully fixed for vanilla.

It plays the shield blocking sound when the invincibility blocks an attack.

[media: aMinecraft 1.21.11 - Multiplayer (LAN) 2026-05-31 23-31-00.mp4]

Load more comments