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Wild Update: v1.19.0

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@Offroaders123 Offroaders123 released this 10 Jun 08:46
· 6 commits to main since this release

This is the release that catches Dark Mode up to support everything after v1.17.0, and it will be the first upload to MCPEDL since the previous release back in January of 2021 for v1.16.

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June 28, 2021

Removals:

  • Removed old messages in files saying the pack was created by me. Now that the pack is fully open source, and that I'm fine with anyone using it to make their own projects, no need to keep around the messages really.
  • Updated a few incorrect pixels in the pack icons and logo banners. Some of the blue blur coloring from the moon was on other parts of the images where it shouldn't have been.

October 18, 2021

Additions:

  • Added a few textures with gray borders, and adjusted their borders to be solid black instead. Now they will contrast more with the backgrounds behind them.

Changes:

  • Updated the start menu title texture to match the most recent version in the game. I'm not quite sure if I like the new logo as much to be honest, but I will add support for it in the meantime to see if that changes.
  • Reverted the inventory Empty Armor Slot textures back to their completely vanilla appearance, because I don't think my custom versions looked vanilla enough.

Fixes:

  • Adjusted many extra-dark textures to be at most rgb(18,18,18) or rgb(0,0,0) dark only. After learning a lot about UI colors with my work in web development, I found that a lot of my old textures are darker than the recommended base colors for interface elements, so I will be retexturing any textures that are darker than they should be, in regards to contrast issues. More of these will come as I stumble across more, as there are so many to do! It will be easy though, just gotta keep workin' at it.

Removals:

  • Removed the hide Debug content feature, as it was causing Debug GUI errors to pop up on the screen, and it isn't necessarily a dark theme related feature anyways. There are still other packs out their to accomplish that too, so it shouldn't be a problem.
  • Removed the outdated Accessibility tab icons, as they were there to fix a texture inconsistency that isn't present anymore.

April 19, 2022

Additions:

  • Added all legacy versions of Dark Mode I could find from online into the Git repository, so now they are safe from being lost again. I unfortunately couldn't find some of the older updates, but at least a few of the more important ones could be kept around. This took a very long time to do, and it was part of why Dark Mode didn't receive updates for a while, as my projects folder was getting very overwhelming because of that.

May 10, 2022

Additions:

  • Added the new panorama textures for the Wild Update! Since it is releasing soon anyways, I thought I'd just go onto that rather than add support for the v1.18 ones. (This was back in May, before the Wild Update was out of the snapshot phase)

Changes:

  • I recently discovered a great site that has all of the documentation about everything Minecraft Bedrock! It's at https://wiki.bedrock.dev, and it's super thorough.
  • Thanks to their documentation about the Bedrock UI stack, I learned that there's actually a way to use inheritance with the Bedrock UI code, and it's great! Most of the time, keys are nested using objects, which means you have to replicate that same structure to get into inner elements, to modify their properties. This becomes an issue when you want to change only one thing, as you have to include everything else along with that one change, else the default definitions be lost because you "removed" them, per se. Turns out, you actually can access those inner objects using slashes in the element keys, where there would usually be nested object, after object. Essentially, it allows you to modify inner objects without writing out all of their parent's info, which is what the initial problem was! I've wanted a feature like this for such a long time, and I just had no idea it existed, haha! https://wiki.bedrock.dev/json-ui/json-ui-intro.html#conditional-rendering
  • Updated the Global Variables style properties to include a few missing entries from more recent releases.
  • I'm pretty sure you don't have to have all of the vanilla (unedited) entries in a file, like the other parts of the UI code, I just haven't done a more recent test to find out about it. That will be coming soon too!

Fixes:

  • Finally got around to addressing the HUD item text issue. It wasn't showing up at all before, because my custom UI code had aged against the more-recent releases of the game, so it prevented the HUD item text from showing up at all (very annoying). Sorry it took so long!

Removals:

  • I decided to remove my own custom icons for the HUD. They are really cool, but I think they might not be vanilla-enough. Since this pack is meant to compliment the vanilla game itself, that's what had me change my mind. I may decide to rework a few of them and keep them around, I'm not totally sure yet. For now though, I'm gonna start fresh and go back to the default ones :)

May 11, 2022

Changes:

  • Shrunk pretty much all of the code for ui_common.json down, now that I properly know how the inheritance system works. This part of the Bedrock Wiki article helped out A TON! This feature is epic! I'm glad I finally found documentation about the UI stack, as it is actually fairly similar to web tech, while a fair more verbose I think. It is relatable for sure though! I am really liking the syntax now. https://wiki.bedrock.dev/json-ui/json-ui-intro.html#modifications
  • Simplified more of the Chest Screen code! It was already much tidier than the vanilla code because my changes from a while ago, but it could still use a few edits here and there.
  • Added extra formatting to both Chest Screen and UI Common so you can tell apart the different sections a little better.
  • Removed extra self-references for namespacing. In each file, you don't have to specify the same namespace again to access properties there. I removed those extra instances where the namespaces are specified when they don't have to be, since they are implied.
  • Updated the names for the Loading Background Textures, just to make things a little more organized.
  • Removed extra key namespaces, since they can be implied in this case.
  • Removed more default property values, since they are unedited by Dark Mode.

May 12, 2022

Removals:

  • Decided to revert the custom coordinate syntax that I added to match Java Edition. It was nice, but I do like each platform's unique styles and behaviors, so I want to allow each to do things differently. I still want to fix issues here and there that haven't been addressed by vanilla yet though, maybe just not make things inconsistently-consistent (whatever that means, it kind of makes sense? haha)

May 13, 2022

Additions:

  • Added Dark Mode support for the new Touch Buttons on mobile :)

Changes:

  • Formatted a few parts of the Furnace Screen, and added a factory entry for locked item notifications, which it looks like I removed with my original edit to the file. Not sure where/when it's used exactly, but it's probably better to keep it there rather than to just remove it.
  • Updated the pack manifest to the latest version!

May 23, 2022

Additions:

  • Added the new Emote Wheel Updated textures! I haven't seen where they are used in-game yet, but Dark Mode works with them already at least.
  • Added the Header Bar 2, various Radiobox, and Button Border Light Bottom Right textures.

Changes:

  • Adjusted header label elements' names when applied to match the component that they inherit from inside ui_common.json. This is to help with any possible overrides someone may want to make on top of Dark Mode down the line. With my own code, I've noticed that it's been easier for me to find the name of the element I'm trying to override when it's consistent with what it inherits from, so I thought I'd make my elements do that too :)
  • Rewrote parts of my custom Mob Effect Screen to inherit from vanilla components! Now it's much more streamlined with the layouts and components you find with vanilla interfaces.
  • Added gamepad tooltip support! Pretty stoked I was able to add that, it's not even available in the vanilla screen, haha! :)
  • Edit Box and Radio Button textures now have hover outlines! Now it's easier to tell when you are hovering over the elements.
  • Reduced the opacity for the original Emote Wheel screen backgrounds.
  • Re-added the Recipe Back texture, as it was customized to be invisible before to make the inventory look more like Java Edition.
  • Bedrock and Java will now be developed in their own separate Git branches, rather than everything being located inside folders on the main branch. Using Git Worktrees with this new workflow is the way to go, you essentially checkout the other branch into a new folder, and it allows you to develop both versions of the pack at one time, without having to go between the two manually every time. You just navigate to the other folder instead! Thanks Git Worktrees :)

Fixes:

  • Fixed contrast issues for multiple textures! When I first started Dark Mode, I hadn't learned about contrast rules for colors, so I'm going back and fixing ones that aren't the best looking in regard to that. These changes make things easier to see and read as well, since each element should be easier to tell apart from each other, one of the issues that happens when colors have low contrast.
  • Relating to the previous line, I added a few textures from vanilla just to address a similar thing, except to have them work better with the dark nature of Dark Mode's color scheme.
  • I started working on the Realms button textures' contrast issues, but I didn't like how they were turning out, so I will try that again another time.
  • Removed slight hues from a few textures that shouldn't have any tinting.
  • Fixed a text color inconsistency for the vanilla Select and Start Generic Gamepad Button textures. Their icons have a low contrast color from the background pixels, so I made them white like all of the other Gamepad Button textures are.

Removals:

  • Removed old textures which were previously used by the first version of my custom Mob Effect Screen. The first version only used a few custom textures the first time around, the second version was the full rewrite that's been around for a while now, and this third version makes version two more consistent in terms of the code and appearance.

June 5, 2022

Additions:

  • Took updated screenshots for Bedrock! Getting a little closer to an MCPEDL update with every commit :)

June 9, 2022

Changes:

  • Redid the README for the pack to better explain the terms of use for others when using parts from the project, and just made things nicer and more up to date overall!