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docs: update CHANGELOG.md
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smartcmd committed Dec 28, 2024
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9 changes: 9 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -19,7 +19,13 @@ Unless otherwise specified, any version comparison below is the comparison of se
- (API) Added `TextFormat#MATERIAL_RESIN`.
- (API) Entity#teleport method now accepts an extra `Reason` argument.
- (API) Added structure API by @harry-xi.
- (API) Added a number of new methods to `BlockLiquidBaseComponent`.
- (API) Added `LiquidFlowEvent`, `LiquidDecayEvent` and `LiquidHardenEvent`.
- (API) Added `BlockBehavior#afterPlaced` and `BlockBehavior#afterReplaced` that are correspond to
`BlockBehavior#onPlace` and `BlockBehavior#onReplace`.
- (API) Added `BlockStateData#liquidReactionOnTouch`, there are also a number of new methods in `BlockStateData`.
- Added `/structure` command to manage structures.
- Implemented liquid features including water, lava and related features.

### Changed

Expand All @@ -28,10 +34,13 @@ Unless otherwise specified, any version comparison below is the comparison of se
- Improved code readability for I18n module.
- NBT library is now updated to 3.0.10.
- `/gametest` command is now only available in dev build.
- Removed the `dimension` field in `BlockBreakEvent`, which is duplicated with `blockStateWithPos#dimension`.

### Fixed

- (API) Fixed exception when setting item count or meta to zero.
- (API) `VoxelShapes#buildLiquidShape` now works correctly.
- (API) Correct `BlockStateData#canContainLiquid` to `BlockStateData#canContainLiquidSource`.
- Passing non-positive amount or negative meta arguments to `/give` command now will result in a syntax error.
- Entity#teleport method now will reset fall distance correctly.
- Fixed visual flashes when eating chorus fruits.
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Expand Up @@ -107,7 +107,7 @@ public boolean tryHarden(BlockStateWithPos current, BlockStateWithPos flownIntoB
return false;
}

BlockState hardenedBlockState = null;
BlockState hardenedBlockState;
if (flownIntoBy.pos().y() == current.pos().y() + 1) {
hardenedBlockState = BlockTypes.STONE.getDefaultState();
} else {
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