@unknown this bug is reported as MC-276979. but the reporter seems to met some formatting issues right now.
looks like the issue here is that they only add a \ before ", but not add one before \
@unknown however, this bug has another aspect. if the lock s password has \ , the game cannot successfully convert the item.
the game log will throw a error and the items "lock" data is completely lost.
here s my inventory
[media]in an earlier snapshot, and after i opened it in 39a, it became
[media]
the 2nd items lock data is lost.
[media]
and all i can see is an error log.
please consider reopen this bug report
and it is unnecessary to use atan2 here.
mojang could use inner product of the 2 vectors > 0 or < 0 to solve that swiftly.
i made a mod to fix this bug.
and i want to upload this picture.
it is the expected behivior of the examples in the bug s description.
this entity has a cache for the owner.
it could remember the answer when it is the first time getting its owner and it wont do that again.
maybe this bug could be fixed by invalidating the cache here.
[media]adding some thing like this.owner = null; here to invalidate the cache
this bug affects some other entities that have owners.
is there any problem? that is to ensure a creeper can only get one head.
to anyone who wants to use pure black, you can use 16777216 (256x256x256) instead.
it is not 0, but every useful bit are 0.
because when a block_display renders a bed/chest/conduit/enderchest/shulkerbox,
it will convert the block to an item stack, then render the item.
every block_state will be lost at that step. only block_id is kept.
[media]
that will also make it render bed s both foot part & head part as bed items has both parts
it seems that i know why it happens. the root of the problem is that you did not write Pos in summon`s NBT.
i tried this:
/summon text_display ~ ~ ~ {text:'[{"selector":"@e[sort=nearest,limit=1]"},", ",{"nbt":"CustomName","block":"~ ~ ~","interpret":true}]',Pos:[10d,10d,10d]}
and it finds me. (i was standing near 10 10 10)
@unknown it is used by new display entity family.
it is a rgb-color, to override its normal teamcolor.
for example, if it is 255, it is pure blue.
now there are blocks below y=0.
and that bug is more easy to be seen
i think that is because of a typo in client\net\minecraft\client\renderer\entity\EndCrystalRenderer
[media]
they did not use pushPose&popPose before&after here.
maybe MC-174356 is because of it too?
i think that is because of a typo in client\net\minecraft\client\renderer\entity\EndCrystalRenderer
[media]they did not use pushPose&popPose before&after here.
maybe MC-200563 is because of it too?
i feel that is pretty interesting and should not be fixed
the mosses just keep absorbing water
could that be solved by using Jigsaw Blocks?
i found that level.dat>WorldGenSettings>dimensions>minecraft:overworld>generator>biome_source>biome
is a compound. not a namespaced biome id.
delete it and change it into string tag to solve this bug
Could you please make the url support data:image/png; ?
Players cannot see the texture if there is no Internet connection now.
I can confirm.
no matter the old order of them, the converted mob always be the last one.
in minecraft/world/entity/ConversionType.java
because the converting code just let the old mob stop riding, then let the new mob start riding, so the new mob is always the last one.