Skip to content

Releases: K-bai/Minecraft-Ray-Collision-Detector

v3.1.0

07 Sep 14:59
Compare
Choose a tag to compare

v3.1

  • Updates
    • Hitbox collision is no longer dependent on the ray (entity) facing direction. Now it's dependent on the ray vector

v3.0.0

18 Jul 19:23
ffcf5ba
Compare
Choose a tag to compare

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

18 Jul 17:53
Compare
Choose a tag to compare

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

15 Aug 17:31
93ec1e2
Compare
Choose a tag to compare

v2.7.1

  • Updates
    • Better entity hitbox hit precision

v2.7

12 Jun 20:39
e0970bc
Compare
Choose a tag to compare

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

06 Feb 21:24
38fd14f
Compare
Choose a tag to compare

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
  • 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

31 Jan 22:40
9f6d94f
Compare
Choose a tag to compare

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

04 Sep 20:32
Compare
Choose a tag to compare
  • v2.6.1
    • Fixes
      • Made ray entity detection hitbox precise

v2.6

04 Sep 20:32
Compare
Choose a tag to compare
  • v2.6
    • Updates
      • Added support for 1.19
    • Fixes
      • 1.17 blocks not working

v2.5

16 Mar 18:35
Compare
Choose a tag to compare
  • 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
    • Fixes
      • Weeping vines and Cave Vines were grouped with the same hitbox
      • Blackstone pressure plate was missing