Minecraft:Bedrock Edition Preview 1.21.120.20: Difference between revisions
More actions
Remove broken links to missing pages |
Fix template calls: add MC/ prefix |
||
| Line 67: | Line 67: | ||
=== Technical === | === Technical === | ||
'''API''' | '''API''' | ||
* Optionally set version property to {{ | * Optionally set version property to {{MC/Cd|beta}} to always choose the latest beta version of the module. Example from {{MC/Cd|[[Minecraft:manifest.json]]}}: | ||
<syntaxhighlight lang="c++"> | <syntaxhighlight lang="c++"> | ||
"dependencies": [ | "dependencies": [ | ||
| Line 75: | Line 75: | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
* {{ | * {{MC/Cd|LootTableManager}}'s loot generation methods now properly recognize tools enchanted with looting. | ||
* Moved type {{ | * Moved type {{MC/Cd|ScriptBiomeType}} from {{MC/Cd|beta}} into {{MC/Cd|2.3.0}}. | ||
* Moved API {{ | * Moved API {{MC/Cd|Dimension.getBiome(location: Vector3)}} from {{MC/Cd|beta}} into {{MC/Cd|2.3.0}}. | ||
'''[[Minecraft:Block]]s''' | '''[[Minecraft:Block]]s''' | ||
* Custom blocks using a non-opaque {{ | * Custom blocks using a non-opaque {{MC/Cd|render_method}} in the {{MC/Cd|minecraft:material_instances}} component that are placed above water will no longer incorrectly cull the top face of the water block. | ||
'''Components''' | '''Components''' | ||
* The {{ | * The {{MC/Cd|all_slots_empty}}, {{MC/Cd|any_slot_empty}}, {{MC/Cd|has_equipment}} filters now support {{MC/Cd|main_hand}} as an equipment location. | ||
'''Item Components''' | '''Item Components''' | ||
* Items with the new {{ | * Items with the new {{MC/Cd|minecraft:fire_resistant}} item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both. | ||
'''[[Minecraft:Molang]]''' | '''[[Minecraft:Molang]]''' | ||
* Added 31 new Molang expressions: | * Added 31 new Molang expressions: | ||
** {{ | ** {{MC/Cd|math.inverse_lerp(start, end, value)}}, returns the normalized progress between start and end given value. | ||
** {{ | ** {{MC/Cd|math.ease_in_quad(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_quad(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_quad(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating in the middle, then slowing again at the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_cubic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating strongly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_cubic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating strongly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_cubic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating strongly in the middle, then slowing again at the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_quart(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating rapidly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_quart(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating rapidly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_quart(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating rapidly in the middle, then slowing again at the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_quint(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating sharply toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_quint(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating sharply toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_quint(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow, accelerating sharply in the middle, then slowing again at the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_sine(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating smoothly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_sine(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating smoothly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_sine(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending slow, with smoother change in the middle. | ||
** {{ | ** {{MC/Cd|math.ease_in_expo(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating very rapidly toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_expo(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating gradually toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_expo(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending slow, with very rapid change in the middle. | ||
** {{ | ** {{MC/Cd|math.ease_in_circ(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting slow and accelerating along a circular curve toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_circ(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting fast and decelerating along a circular curve toward the end. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_circ(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending slow, with circular acceleration and deceleration in the middle. | ||
** {{ | ** {{MC/Cd|math.ease_in_bounce(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting with bounce oscillations and settling into the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_bounce(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, approaching the end with bounce oscillations that diminish over time. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_bounce(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting and ending with bounce oscillations, smoother in the middle. | ||
** {{ | ** {{MC/Cd|math.ease_in_back(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting backward before accelerating into the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_back(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting past the end before settling into it. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_back(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting at both start and end, with smoother change in the middle. | ||
** {{ | ** {{MC/Cd|math.ease_in_elastic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, starting with elastic oscillations before accelerating into the end. | ||
** {{ | ** {{MC/Cd|math.ease_out_elastic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, overshooting the end with elastic oscillations before settling. | ||
** {{ | ** {{MC/Cd|math.ease_in_out_elastic(start, end, 0_to_1)}}, output goes from start to end via {{MC/Cd|0_to_1}}, oscillating elastically at both start and end, with stable change in the middle. | ||
== Experimental == | == Experimental == | ||
| Line 128: | Line 128: | ||
==== Technical ==== | ==== Technical ==== | ||
'''API''' | '''API''' | ||
* Added {{ | * Added {{MC/Cd|Dimension.getGeneratedStructures(location: Vector3)}} which can be used to locate the Structures {{MC/Cd|(Pillager Outpost, Mineshaft, etc.)}} of a given location. | ||
* Added {{ | * Added {{MC/Cd|worldAfterEvents.playerUseNameTag}} which fires when a Player uses a named NameTag Item on an Entity. | ||
* Added {{ | * Added {{MC/Cd|ControlScheme}} string enum. | ||
* Added method {{ | * Added method {{MC/Cd|Player.setControlScheme(controlScheme?: string)}}: void; to {{MC/Cd|beta}}. | ||
* Added method {{ | * Added method {{MC/Cd|Player.getControlScheme(): ControlScheme;}} to {{MC/Cd|beta}}. | ||
'''Blocks''' | '''Blocks''' | ||
* Allow items referencing a pottable block in their {{ | * Allow items referencing a pottable block in their {{MC/Cd|minecraft:block_placer}} component to be pottable when {{MC/Cd|replace_block_item}} is true. | ||
'''[[Minecraft:Bedrock Editor|Editor]]''' | '''[[Minecraft:Bedrock Editor|Editor]]''' | ||
| Line 141: | Line 141: | ||
'''Graphical''' | '''Graphical''' | ||
* Deprecated {{ | * Deprecated {{MC/Cd|point_lights/global.json}} in favor of a new file and schema, {{MC/Cd|local_lighting/local_lighting.json}}. Creators can still make use of {{MC/Cd|point_lights/global.json}}, but are encouraged to migrate to the new schema. | ||
** Extended per-block local lighting information to include a {{ | ** Extended per-block local lighting information to include a {{MC/Cd|light_type}} which can be either {{MC/Cd|static_light}} or {{MC/Cd|point_light}}. | ||
*** A block will only be considered for point lighting if its {{ | *** A block will only be considered for point lighting if its {{MC/Cd|light_type}} is set to {{MC/Cd|point_light}}. | ||
*** {{ | *** {{MC/Cd|static_light}} is currently unused. | ||
** The {{ | ** The {{MC/Cd|light_color}} property is now optional. If unprovided, the block will use a fallback light color instead. | ||
** A sample {{ | ** A sample {{MC/Cd|local_lighting.json}} could look like this: {{MC/Cd|format_version}}: {{MC/Cd|1.21.120}}, {{MC/Cd|minecraft:local_light_settings}}: {{MC/Cd|minecraft:torch}}: {{MC/Cd|light_color}}: {{MC/Cd|#EFE39D}}, {{MC/Cd|light_type}}: {{MC/Cd|point_light}}. | ||
'''[[Minecraft:Molang]]''' | '''[[Minecraft:Molang]]''' | ||
* Added {{ | * Added {{MC/Cd|query.entity_biome_has_any_identifier}}, {{MC/Cd|query.entity_biome_has_any_tags}}, and {{MC/Cd|query.entity_biome_has_all_tags}} molang query functions to Upcoming Creator Features. | ||
** These queries only work in resource packs (client-side), and are not supported in behavior packs. | ** These queries only work in resource packs (client-side), and are not supported in behavior packs. | ||
** {{ | ** {{MC/Cd|entity_biome_has_any_identifier('namespace:biome_name')}} takes a list of biome identifiers and checks if any are the specified biome the entity is in. | ||
** {{ | ** {{MC/Cd|entity_biome_has_any_tags('my_tag_name')}} takes a list of biome tags and checks if the biome the entity is in matches any. | ||
** {{ | ** {{MC/Cd|entity_biome_has_all_tags('my_tag_name')}} takes a list of biome tags and checks if the biome the entity is in matches all. | ||
== Fixes == | == Fixes == | ||
| Line 160: | Line 160: | ||
|51173|No Suspicious Stew in the Creative menu. | |51173|No Suspicious Stew in the Creative menu. | ||
|105710|Keyboard button for mobile devices in chat still exists on Windows, and Console. | |105710|Keyboard button for mobile devices in chat still exists on Windows, and Console. | ||
|159992|{{ | |159992|{{MC/Cmd|locate biome deep_dark}} sometimes sent you to the wrong coordinates of the biome. | ||
|177866|Custom items can't be used in commands if their menu category is "none" or undefined. | |177866|Custom items can't be used in commands if their menu category is "none" or undefined. | ||
|180489|Custom blocks do not have a quick move animation. | |180489|Custom blocks do not have a quick move animation. | ||
| Line 166: | Line 166: | ||
|186409|Clicking text to reposition caret is wrong if the text box isn't scrolled fully right. | |186409|Clicking text to reposition caret is wrong if the text box isn't scrolled fully right. | ||
|190569|Enchantment glint animation still plays when the game is paused. | |190569|Enchantment glint animation still plays when the game is paused. | ||
|191379|{{ | |191379|{{MC/Cmd|damage}} can damage end crystals even though the chat says it cannot. | ||
|224011|Copper chest opening and closing sounds are too loud. | |224011|Copper chest opening and closing sounds are too loud. | ||
|225249|Items held by copper golems can't be taken when the player has an item in the offhand. | |225249|Items held by copper golems can't be taken when the player has an item in the offhand. | ||
| Line 182: | Line 182: | ||
*Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory. | *Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory. | ||
*Fixed an issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid. | *Fixed an issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid. | ||
*Fixed {{ | *Fixed {{MC/Cd|Player.graphicsMode}} not returning the correct graphics mode when a player has switched to Vibrant Visuals. | ||
*Fixed {{ | *Fixed {{MC/Cd|query.graphics_mode_is_any}} not being correct when switching to Vibrant Visuals.</onlyinclude> | ||
== References == | == References == | ||
{{ | {{MC/Reflist}} | ||
== Navigation == | == Navigation == | ||
{{Navbox Bedrock Edition versions|1.2x}} | {{MC/Navbox Bedrock Edition versions|1.2x}} | ||
[[Category:Bedrock Edition 1.21.120 betas]] | [[Category:Bedrock Edition 1.21.120 betas]] | ||
Latest revision as of 19:21, 9 April 2026
Beta 1.21.120.20 (ChromeOS, Android) or Preview 1.21.120.20 (Windows, iOS, iPadOS, Xbox, PlayStation) is the first beta/Preview version for Minecraft:Bedrock Edition 1.21.120, released on September 3, 2025,<ref>Template:Cite</ref> which fixes some bugs.
Additions
General
Splashes
- Added splash "Music made by Hyper Potions!".
Changes
Blocks
- Adding or removing redstone power to or from the shelf now emits vibrations.
- When a player places/removes/swaps an item on an unpowered shelf, a vibration of frequency 3 is emitted.
- When a player places/removes an item on a powered shelf, a vibration of frequency 3 is emitted.
- When a player swaps item with one on a powered shelf, a vibration of frequency 6 is emitted.
General
Camera
- The first person camera will now offset backwards slightly when facing and climbing blocks such as Minecraft:ladders and vines.
Graphical
- Added TAA upscaling to weather effects like snow.
- Improved quality of gamma correction on PC and Consoles.
- Mobs will now become slightly transparent when the camera gets too close or passes through them.
- Starting a world with a missing Marketplace template will now correctly redownload the template and start the world.
UI
- Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals.
- A "Reset to Defaults" button was added to the gamma adjustment screen in Vibrant Visuals.
- The slider widget that controls the Vibrant Visuals gamma value shows the current gamma value, and the center of the slider corresponds to the default value.
Mobs
- The baby zombie riding a chicken now drops the lava chicken music disc when killed by a tamed Minecraft:wolf.
Copper Golem
- Copper golem step and spin sounds now use a natural attenuation curve.
World generation
- Structures no longer build on top of features (e.g. trees) at chunk borders.
Technical
API
- Optionally set version property to
- REDIRECT Template:Code
Template:Redr to always choose the latest beta version of the module. Example from
- REDIRECT Template:Code
Template:Redr: <syntaxhighlight lang="c++"> "dependencies": [ {
"module_name": "@minecraft/server", "version": "beta"
} </syntaxhighlight>
- REDIRECT Template:Code
Template:Redr's loot generation methods now properly recognize tools enchanted with looting.
- Moved type
- REDIRECT Template:Code
Template:Redr from
- REDIRECT Template:Code
Template:Redr into
- REDIRECT Template:Code
- Moved API
- REDIRECT Template:Code
Template:Redr from
- REDIRECT Template:Code
Template:Redr into
- REDIRECT Template:Code
- Custom blocks using a non-opaque
- REDIRECT Template:Code
Template:Redr in the
- REDIRECT Template:Code
Template:Redr component that are placed above water will no longer incorrectly cull the top face of the water block.
Components
- The
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
Template:Redr filters now support
- REDIRECT Template:Code
Template:Redr as an equipment location.
Item Components
- Items with the new
- REDIRECT Template:Code
Template:Redr item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both.
- Added 31 new Molang expressions:
- REDIRECT Template:Code
Template:Redr, returns the normalized progress between start and end given value.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow, accelerating in the middle, then slowing again at the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating strongly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating strongly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow, accelerating strongly in the middle, then slowing again at the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating rapidly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating rapidly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow, accelerating rapidly in the middle, then slowing again at the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating sharply toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating sharply toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow, accelerating sharply in the middle, then slowing again at the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating smoothly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating smoothly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting and ending slow, with smoother change in the middle.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating very rapidly toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating gradually toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting and ending slow, with very rapid change in the middle.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting slow and accelerating along a circular curve toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting fast and decelerating along a circular curve toward the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting and ending slow, with circular acceleration and deceleration in the middle.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting with bounce oscillations and settling into the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, approaching the end with bounce oscillations that diminish over time.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting and ending with bounce oscillations, smoother in the middle.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, overshooting backward before accelerating into the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, overshooting past the end before settling into it.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, overshooting at both start and end, with smoother change in the middle.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, starting with elastic oscillations before accelerating into the end.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, overshooting the end with elastic oscillations before settling.
- REDIRECT Template:Code
Template:Redr, output goes from start to end via
- REDIRECT Template:Code
Template:Redr, oscillating elastically at both start and end, with stable change in the middle.
Experimental
These additions and changes are accessible by enabling the "Beta APIs", "Upcoming Creator Features", and "Render Dragon Features for Creators" experimental toggles.
Additions
Technical
API
- Added
- REDIRECT Template:Code
Template:Redr which can be used to locate the Structures
- REDIRECT Template:Code
Template:Redr of a given location.
- Added
- REDIRECT Template:Code
Template:Redr which fires when a Player uses a named NameTag Item on an Entity.
- Added
- REDIRECT Template:Code
Template:Redr string enum.
- Added method
- REDIRECT Template:Code
Template:Redr: void; to
- REDIRECT Template:Code
- Added method
- REDIRECT Template:Code
- REDIRECT Template:Code
Blocks
- Allow items referencing a pottable block in their
- REDIRECT Template:Code
Template:Redr component to be pottable when
- REDIRECT Template:Code
Template:Redr is true.
- Added an offset and alignment property to the summon tool so that creators can more easily position entities at specific locations.
Graphical
- Deprecated
- REDIRECT Template:Code
Template:Redr in favor of a new file and schema,
- REDIRECT Template:Code
Template:Redr. Creators can still make use of
- REDIRECT Template:Code
Template:Redr, but are encouraged to migrate to the new schema.
- Extended per-block local lighting information to include a
- REDIRECT Template:Code
Template:Redr which can be either
- REDIRECT Template:Code
- REDIRECT Template:Code
- A block will only be considered for point lighting if its
- REDIRECT Template:Code
Template:Redr is set to
- REDIRECT Template:Code
- REDIRECT Template:Code
Template:Redr is currently unused.
- The
- REDIRECT Template:Code
Template:Redr property is now optional. If unprovided, the block will use a fallback light color instead.
- A sample
- REDIRECT Template:Code
Template:Redr could look like this:
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
- REDIRECT Template:Code
- Added
- REDIRECT Template:Code
- REDIRECT Template:Code
Template:Redr, and
- REDIRECT Template:Code
Template:Redr molang query functions to Upcoming Creator Features.
- These queries only work in resource packs (client-side), and are not supported in behavior packs.
- REDIRECT Template:Code
Template:Redr takes a list of biome identifiers and checks if any are the specified biome the entity is in.
- REDIRECT Template:Code
Template:Redr takes a list of biome tags and checks if the biome the entity is in matches any.
- REDIRECT Template:Code
Template:Redr takes a list of biome tags and checks if the biome the entity is in matches all.
Fixes
Template:Fixes Other
- Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water.
- Fixed loading of text for sign blocks from very old worlds.
- Fixed snowflakes flickering during player movement.
- Fixed the brightness of creeper textures in the gamma calibration screen in Vibrant Visuals.
- Fixed a bug that could cause armor trims to appear applied to untrimmed armor in the inventory.
- Fixed an issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid.
- Fixed
- REDIRECT Template:Code
Template:Redr not returning the correct graphics mode when a player has switched to Vibrant Visuals.
- Fixed
- REDIRECT Template:Code
Template:Redr not being correct when switching to Vibrant Visuals.
References
<references group="">
</references>
de:Bedrock Edition beta 1.21.120.20 es:Bedrock Edition Preview 1.21.120.20 pt:Edição Bedrock Preview 1.21.120.20 ru:Preview 1.21.120.20 (Bedrock Edition) uk:Preview 1.21.120.20 (Bedrock Edition) zh:基岩版1.21.120.20