Releases: K-bai/Minecraft-Ray-Collision-Detector
Releases · K-bai/Minecraft-Ray-Collision-Detector
v3.1.0
v3.0.0
v3.0
- Updates
- Added support for 1.21
- Optimized execution by using return in block sorting
- Added nether_portal
- Fixes
- Fixed chains
v2.7.2
v2.7.2
- Fixes
- Fixed entity_bullet example not fully working
- trapdoors, wall_torches, wall_coral, pointed_dripstone[tip_up], fire, bell[single_wall] not working
v2.7.1
v2.7.1
- Updates
- Better entity hitbox hit precision
v2.7
v2.7
- Updates
- Added support for 1.20
- Changes
- Default recursion limit is 256 (can be changed in the ini.mcfunction file)
- Fixes
- Fixed a bug where the ray would endlessly recurse, freezing the game. This would happen when the ray was passing through the corner of a block hitbox.
v2.6.3
v2.6.3
- Updates
- Revised and redone a bunch of code. This optimizations plus the 2.6.2 changes mean:
- calling
ray_tick
runs between 7..45% less commands depending on the ray type and distance traveled. This is because for each block check iteration:- ~22% less commands are used when the ray targets full blocks (air)
- ~38% less commands are used when the ray targets non full blocks (trapdoors, slabs, bells, ...)
- ~43% less commands are used when the ray targets both blocks and entities
- calling
- Revised and redone a bunch of code. This optimizations plus the 2.6.2 changes mean:
- Fixes
- Ray not being calculated properly when going through air corners
- Ray going moving towards negative x and/or y and/or y with long "motion" sometimes iterated forever (caused by impressions)
- Hanging roots, Lectern, Bamboo[leaves:large], Baners on wall not calc ok
- Missing sea pickle, composter
v2.6.2
v2.6.2
- Updates
- Added the possibility to use the mrcd_ignore tag to force ignore entities
- Improved example to show how to properly cast instant rays
- Changes
- Renamed some internal tags to be more descriptive
- Entity hit detection redone, so it's even preciser (the check is done in steps of 0.33 blocks)
- Optimitzations
- If no entit hitbox in block, don't do entity calculations
- If you hit entity, you don't need to calculate block stuff (mrcd_entity and mrcd_entity_targeted)
- Fixes
- Ray should not target itself
- Ray sometimes getting inside complex block when the ray was comming from -xyz (collision not working)
- mrcd_entity and mrcd_entity_targeted could tag more than one entity when not being a mrcd_entity_bullet
v2.6.1
- v2.6.1
- Fixes
- Made ray entity detection hitbox precise
- Fixes
v2.6
- v2.6
- Updates
- Added support for 1.19
- Fixes
- 1.17 blocks not working
- Updates
v2.5
- v2.5
- Updates
- Merged the pull request of the new XOR algorithm (from 350 lines to 100) for offset blocks done by xwjcool123
- Added support for 1.16
- Changes
- 1.17 block checks are now skiped in older versions
- This means some changes on some block tags
- 1.17 block checks are now skiped in older versions
- Fixes
- Weeping vines and Cave Vines were grouped with the same hitbox
- Blackstone pressure plate was missing
- Updates