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Bugs I've fixed since 1.2.3!
- Fixed godmode exploit (Thanks md_5)
- Limit framerate on menu screens, no longer uses 100% cpu and make my computer melt
- Fixed fatal crash for converted worlds to anvil, when there's blocks at max height
- Fixed an old bug with signs clearing text while you're editing them in SMP
- Fixed incorrectly swapped en_GB and en_CA language details
- Fixed crash when logging in while there are blocks at maxheight at spawn
- Fixed TNT ghosts in multiplayer
- Fixed storage minecarts dropping enchanted items
- Fixed crashes on invalid server addresses when joining a server
- Fixed entities being uninteractable if they existed at login (Multiplayer)
- Fixed dupe exploit with paintings
- Fixed furnaces and dispensers dropping enchanted items
- Fixed the "flickering" of chat as it vanishes off the screen
- Fixed text rendering over items in the container screens
- Fixed exploit with jungle saplings (turns other saplings into jungle ones)
- Fixed launcher opening minecraft dir if the path contains a space
- Fixed an off-by-one lighting bug
- Fixed block transmuting (turning one block into another via pistons)
- Fixed placing mushrooms in daylight, where they can't survive
- Fixed redstone lamps dropping powered block items when destroyed while on
- "save-all" (server) now works even when you have toggled "save-off"
- Fixed turning half-blocks into full-blocks while you're standing on them
- Fixed seed displaying in F3 debug when the seed is unknown (multiplayer)
- Fixed villager texture changing clientside per profession
- Fixed falling off ledge corners while holding shift
- Fixed players falling when reconnecting to servers where they were previously flying
- "Back" and "Quit" buttons to OutOfMemoryScreen -
- ??? That would be telling! (But I promise, you will love it!)
- Made cats more realistic (read: probably annoying). I hope it's enough to cancel out any joy you may receive from the previous feature!
- Made placing half blocks on existing half blocks (to make a full block) easier
- Added a "minimal" debug menu for testing with. Shift+F3 to hide the graphs.

iKeirNez commented Mar 4, 2012

Keep up the great work! I am glad to see that the ancient TNT bug has now been completely fixed.

Meduax commented Mar 4, 2012

You fixed the TNT bug that is present since the very beginning of Minecraft's multiplayer? What a start!


Dinnerbone commented Mar 5, 2012

Official. These are all in the official client/server.

Oops, deleted comment accidentally:

Did you fixed this in the official Minecraft-client, or an custum client? :P
(I don't think this is Bukkit because you added buttons to the OutOfMemoryScreen.)

Thanks. :)

Jeroeny commented Mar 8, 2012

Nice :) Hope to see bukkit 1.2 soon too !

Can you fix portals above y:128 (or what ever the vertical cord identifier is these days :) )

SilenY commented Mar 11, 2012

More characters for "TAB" player list, because some nicks are too long for right display with color codes :)

Great job dinnerbone! Keep up the awesome work!

Awesome! Do you have the power to fix the piston-redstone connectivity bug?
As far as I can tell, pistons accept power as though they are both where they are and a block above themselves. I suspect that is so repeaters can power both the piston they're pointing at and the one below it, which enables the creation of piston walls powered directly by repeaters. If that is the case, instead of just checking if the block above it is powered, it should check for the repeaters that should power it.

Also, is Mojang getting a bug tracker now?

4poc commented Mar 18, 2012

Thats amazing, I must admit, I've given up all hope of mojang ever adressing SMP bugs at all. That said, are you aware of the mobs glitching through blocks bug in SMP? Etho had a video recently that showed it happening, altrough under extreme conditions. Its particular annoying with slimes that can become invisible.
Oh and +1 on the Bugtracker (MediaWiki doesnt work for that!)

Yeah, I also would really appreciate if the glitchy mobs were fixed. SMP is just not as much fun because of it.

I agree with @4poc and @geoffreak I would love it to be fixed, even on a small scale they still glitch. I believe this is a client side issue.

rubytu commented Mar 19, 2012

Made cats more realistic by making them more annoying? Do you have a cat? If you do, you must have a freak cat. Cats are mostly QUIET, and they like to sleep all day. The cats already meow way more than any normal healthy cat. I have an idea. You could make them meow more when their health is low. That way the owner would be aware, and it actually would be more realistic. Cats that have their needs met aren't annoying.

@Dinnerbone Please discuss with Jens and Jon about adding a GUI for Bukkit Discussion API ;) Also a simple GUI API for servers would be awesome.

miwob commented Mar 19, 2012

Aye, that old glitchy mob bug is really annoying. Especially when you try to build an animal farm, and several animals escape their pens (glitching thru the fences somewhow) :(

Would be nice to see that bug getting squashed...

seiyaryu666 from the might have an explanation for that:
"That glitch your talking about is how it happens. It glitches like that and when the chunk is reloaded the animal is there instead of inside the pen. But chunks are only reloaded when all players are a long ways outside the chunk or logged out. In large SMP servers this doesn't happen very often because there is always someone nearby, but the smaller servers it's quite common because there ARE periods when nobody is near that chunk (or logged out).

My personal server, I've only ever seen them escape 1 block high fences. I've even seen them glitch out of a four block deep pit, luckily I logged back on nearby and just pushed it back in. "

miwob commented Mar 19, 2012

btw, Nathan, this is almost a 'cosmetical' issue, but when Jeb added the "collecting experience orbs sound" for SMP, it doesn't sound as nice as it does when collecting orbs in SSP. It sounds a little bit tinny in SMP.
from :
"(Since snapshot 12w05a the experience orbs DO make the sound in SMP, but it's pitched higher than in SSP.) "

I think this is an easy copy-from-SSP-to-SMP thing.

Jeroeny commented Mar 19, 2012

So glad you fixed the main menu thing.
The in-game system uses barely 10% of my GPU at a time even when looking at animating water all around. Main menu, 70~% on average. It was insane.

Since you touched on half-blocks, you can't place redstone repeaters on the tops of upside-down half-blocks.
It is likely the same for steps as well, but don't quote me on that.

Jire commented Mar 21, 2012

SUPER happy about your work!! :)

Finally we can get some good updates that focus on the community, from a community person himself!

md-5 commented Mar 22, 2012

  • Fixed godmode exploit (Thanks md_5)

Yay, thanks Dinnerbone :)

Wow, nice work! Glad you're on the team.

PS - Can you bug somebody about adding sandstone stairs? :)

@mdouglas3 I would love that too, possibly also mossy and cracked stone brick stairs and slabs.

I don't think this is an place to request features. ;)

@Dinnerbone: Bug report: I got the chat window stuck open. ESC does nothing, kicking from server and joining back: still the chat window open and it has a / in it. After I press enter, chat window does not go away and adds a new /. I think all happened after I did "/time set 0" and then tried "/time set day". OS Linux Mint 12, LXDE Desktop Environment, Sun Java 6.

Reproducation steps:
Type "/time set day" in chat without the ""s.

taurose commented Mar 22, 2012

@Dinnerbone Thanks for the great fixes =)
I'm not sure if you want to bother yourself with the current SMP mob glitching thing anymore. Anyways, I managed to increase the reliability drastically. Here's what I did:

  • Removed setting the mob positions when sending their (inaccurate) positions to clients (EntityTrackerEntry). This fixed minecarts falling through blocks and mobs escaping cells server-side (seemed to happen mostly when reloading chunks)
  • In the same file (or NetClientHandler for client-side-fix), I added a check to determine whether the inaccurate position (which by default is always rounded down) should be rounded up or down by iterating through the possible values and checking if the colliding boxes are equal to those of the current position. This drastically reduced issues with mobs visually glitching through blocks client-side
  • In NetClientHandler, in the function where mob spawn packets are received and mobs are actually spawned, I added a call to the slime-specific bounding box setter (which requires the slime size). The "slime size" appears to be stored correctly, but the bounding box is appearently only set randomly when they are spawned. This fixed many issues with slimes.

You can find the compiled files (mod) here
Let me know if you want the source.

Other than that, good luck on revamping the system =)

Surprised no one has forked this yet...

Edit: I'm a nercopost-er!!! :D

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