Access menu shortcuts bar and some refactor
with https://github.com/khanshoaib3/minecraft-access-i18n/pull/47
Changelog
New Features
Feature Updates
- Access Menu: Access Menu functions can be triggered with Alt + upper number keys
- Health And Hunger: Also speak air value when players are under water
- BREAKING CHANGES: Remove config "Enable Health n Hunger"
Translation Changes
- Change air related I18N text for Health And Hunger changes
Test failed, gonna fix it
@TheSuperGamer20578 perfect review! It exposures many naming issues. Thank you for pointing out them!
I’ve also discovered that the new shortcuts trigger on every tick while held and alt+4 and alt+5 cause the game to freeze for a good few seconds, which is exacerbated by them triggering many times when you hold them down.
I’ve also discovered that the new shortcuts trigger on every tick while held and
alt+4andalt+5cause the game to freeze for a good few seconds, which is exacerbated by them triggering many times when you hold them down.
Roger, ~~I'll fix it and other refactors in Sunday.~~
20241013 edit: My head isn't clear... I want to delay the fixing for another week.
@TheSuperGamer20578 I suggest you review the new part commit by commit, I followed the "small commit" principal.
IntervalKeystrokeneeds some work.
Will look at it this weekend. And... if I understand clearly, this is an old bug, not produced by this PR, how about start another issue for it and won't fix it in release 1.9.0?
IntervalKeystrokeneeds some work.
The real reason for this issue is the class scope "global" Interval instances in CameraControls, InventoryControls, LockingHandler that manually triggered by player's keystrokes while having an interval limitation, the interval isn't properly working with keystrokes.
Meanwhile the totally auto features like POIBlock won't be affected.
Shoaib's previous fix linked interval and keystrokes, ~~I'll simple replace all the keystrokes to IntervalKeystroke~~ it seems that his solution is simplest one.
I noticed that the
IntervalKeystrokebehaviour still isn't optimal
I made the change and reverted it, since there is no existing example for me to test the behavior... not hard, just add relative logic in updateForNextTick method.
Make sure to update the changelog to reflect the new additions this PR does.
Holy...