mojira.dev

pneuma

Assigned

No issues.

Reported

WEB-6796 minecraft.net ja-jp Misspelling download link caption Fixed MC-266215 The pivot point of the head of the new bats is different from that of Bedrock's Fixed MC-249147 Bees pollinate and follow players holding the mangrove propagule (sapling) Works As Intended MC-226581 The glow text on the sign sometime filled with the edge color depending on the angle. Duplicate MC-217845 Block of Copper cannot activate the Beacon Duplicate MC-214073 The azalea's side textures are partially cut off Fixed MC-209825 Axolotl tries to approach the water source with the path blocked. Duplicate MC-205872 Structure Block can't include End Crystals when save. Duplicate MC-196496 The helmet that Zonbified Piglin wears will break in sunlight. Duplicate MC-183501 Baby cow/mooshroom model changed Won't Fix MCPE-73939 Jigsaw Blocks are placed same orientation with /setblock command when blockstate set to 6 - 11. Incomplete MC-177173 Baby Zoglin age status value is not stored in the NBT tag. Fixed MCPE-65934 Active Conduit particle texture are not arranged correctly Incomplete MC-170543 Firework rocket entity tilt is not suitable for heading when launched from dispenser Duplicate MC-167188 If unequip the Elytra while gliding, players will not take fall-damage. Invalid MCPE-58211 Spider Jockeys with a Stray and the all Cave Spider Jockeys no longer spawn. Incomplete MC-165953 Brewing Stand's bottle slot image uses old texture. Duplicate MC-163993 Position of entity's purple particle appears wrong. Duplicate MC-162603 Armor slots of creative inventory will display black when not held items and player having invisibility state. Duplicate MC-162601 Outline of selected tabs in creative inventory have not transparency Duplicate

Comments

That the offset values of the your image are different.

  • The actual source code:

    [media]
  • Each mapping displayed in Blockbench:

    [media]

And, Those offsets are animated in the game by moving them in the X direction.

  • Example of moving texture offset in Blockbench:

[media]

Hi.

I rendered with your textures but they did not animate correctly.

[media]

I tried to receive using https://www.mediawiki.org/wiki/Extension:RSS but the connection times out as well.

Yes. However, a new model problem has arisen.

In the new model, the top model and bottom of stem are not properly connected.

In Bedrock Edition, that model is correct. The reason for this issue is that the texture mapped of the stem has a height of 16, even though the model has height of 14, And the result is that the texture has shrunk by two pixels.

Confirmed with GeForce GTX960M

Confirmed in 21w06a

Please reopen

Ahhh! Sorry I didn't check the message.
But this problem can easily be seen in any underground. Please go underground in spectater mode and explore the Mineshaft. There are few torches there.

generated: 20w46a
seed: -7361674755791545228
cords: -1242 23 151

[media]

If this happens between multiple players, I think it's a serious problem.

Affected in 1.16.2.

Please Re-open.

[media]

Confirmed again.
This may be the intended specification, as it has been changed to set the temperature again.

snapshot 20w28a

public FrozenOceanBiome() {
    super((new Biome.BiomeBuilder())
        .surfaceBuilder(SurfaceBuilders.FROZEN_OCEAN)
        .precipitation(Biome.Precipitation.SNOW)
        .biomeCategory(Biome.BiomeCategory.OCEAN)
        .depth(-1.0F)
        .scale(0.1F)
        .temperature(0.0F)
        .downfall(0.5F)
        .specialEffects((new BiomeSpecialEffects.Builder())
          .waterColor(3750089)
          .waterFogColor(329011)
          .fogColor(12638463)
          .ambientMoodSound(AmbientMoodSettings.LEGACY_CAVE_SETTINGS)
          .build())
        
        .parent(null));
    addStructureStart(StructureFeatures.OCEAN_RUIN_COLD);
    BiomeDefaultFeatures.addDefaultOverworldOceanStructures(this);
    addStructureStart(StructureFeatures.RUINED_PORTAL_OCEAN);

snapshot 20w29a

public static Biome frozenOceanBiome(boolean paramBoolean) {
    FrozenOceanBiome frozenOceanBiome = new FrozenOceanBiome((new Biome.BiomeBuilder()).surfaceBuilder(SurfaceBuilders.FROZEN_OCEAN).precipitation(paramBoolean ? Biome.Precipitation.RAIN : Biome.Precipitation.SNOW).biomeCategory(Biome.BiomeCategory.OCEAN).depth(paramBoolean ? -1.8F : -1.0F).scale(0.1F).temperature(/* ★ ADDED AGAIN ★ --> */ paramBoolean ? 0.5F : 0.0F).downfall(0.5F).specialEffects((new BiomeSpecialEffects.Builder()).waterColor(3750089).waterFogColor(329011).fogColor(12638463).ambientMoodSound(AmbientMoodSettings.LEGACY_CAVE_SETTINGS).build()).parent(null));
    frozenOceanBiome.addStructureStart(StructureFeatures.OCEAN_RUIN_COLD);
    if (paramBoolean)
      frozenOceanBiome.addStructureStart(StructureFeatures.OCEAN_MONUMENT); 
    BiomeDefaultFeatures.addDefaultOverworldOceanStructures(frozenOceanBiome);
    frozenOceanBiome.addStructureStart(StructureFeatures.RUINED_PORTAL_OCEAN);

This issue has probably been resolved on 20w28a.

[media]

Still affected on 1.16.1

I was curious and looked at the source code.
The arm pose animation is:

public enum PiglinArmPose
{
  ATTACKING_WITH_MELEE_WEAPON,
  CROSSBOW_HOLD,
  CROSSBOW_CHARGE,
  ADMIRING_ITEM,
  DANCING,
  DEFAULT;
}

This suggests that crossbow charges and holds could occur as well, but has anyone reproduced these?

This is just my opinion, but if this also happens with Piglin's crossbow animation, then this issue should be combined into one. If not, perhaps these issues should be individual issues.

[media][media]

Also when they're dancing and targeting.

Yes, there are two patterns for Piglin's celebration dance. However, the pattern of names in "special" is specified to jump. But in the game they don't jump.

"animation.piglin.celebrate_hunt": {
			"loop": true,
			"bones": {
				"leftear": {
					"rotation": [ 0.0, 0.0, "Math.sin(query.time_stamp * 30) * 10" ]
				},
				"rightear": {
					"rotation": [ 0.0, 0.0, "Math.cos(query.time_stamp * 30) * 10" ]
				}
			}
		},
		"animation.piglin.celebrate_hunt_special": {
			"loop": true,
			"bones": {
				"leftear": {
					"rotation": [ 0.0, 0.0, "Math.sin(query.time_stamp * 30) * 10" ]
				},
				"rightear": {
					"rotation": [ 0.0, 0.0, "Math.cos(query.time_stamp * 30) * 10" ]
				},
				"head": {
					"position": [ "Math.sin(query.time_stamp * 10)", "Math.sin(query.time_stamp * 40)", 0.0 ]
				},
				"rightarm": {
					"rotation": [ 0.0, 0.0, "70 + Math.cos(query.time_stamp * 40) * 10"]
				},
				"leftarm": {
					"rotation": [ 0.0, 0.0, "-70 - Math.cos(query.time_stamp * 40) * 10"]
				},
				"body": {
					"position": [ 0.0, "Math.sin(query.time_stamp * 40) * 0.35", 0.0 ] // <------ Its not working
				}
			}
		}