chore: Update physics shapes, minimap data and version table for 26.2

- BlockShapeData.json: add the 28 new sulfur/cinnabar blocks by copying
  shape entries from analogous blocks (stone, stone_slab, stone_stairs,
  stone_brick_wall, pointed_dripstone); state counts verified against the
  26.2 server blocks.json. PrismarineJS minecraft-data has no 26.x data
  yet, so these should be regenerated once it does.
- MinimapBlockColors.json: add new blocks with MapColor values taken from
  the decompiled 26.2 Blocks.java (COLOR_YELLOW / GOLD / COLOR_RED).
  Merged by hand because gen_block_color_map.py cannot parse the new
  BlockItemIds-based registration format yet.
- MinimapEntityCategories.json: add SulfurCube as hostile
  (MobCategory.MONSTER in EntityTypes.java, which now holds entity
  registrations instead of EntityType.java).
- AGENTS.md: add the 26.2 row to the version support table.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Reed Pennock 2026-07-02 16:43:44 -05:00
parent e4161af158
commit d1df44aae5
4 changed files with 149 additions and 7 deletions

View file

@ -56,10 +56,11 @@ Feature columns mean:
| 1.21.5-1.21.8 | `Protocol18Handler` | Yes | Yes | Yes | 1.21.7/1.21.8 reuse 1.21.6 block/entity palettes in code |
| 1.21.9-1.21.10 | `Protocol18Handler` | Yes | Yes | Yes | Version tools prefer server data reports since 1.21.9 |
| 1.21.11 | `Protocol18Handler` | Yes | Yes | Yes | Own entity/item/metadata palettes; blocks reuse 1.21.9 palette |
| 26.1 | `Protocol18Handler` | Yes | Yes | Yes | Latest coded support; new Minecraft version naming scheme |
| 26.1 | `Protocol18Handler` | Yes | Yes | Yes | New Minecraft version naming scheme |
| 26.2 | `Protocol18Handler` | Yes | Yes | Yes | Latest coded support; own item/block/entity palettes, reuses 26.1 packet IDs and metadata serializers |
Notes:
- Declared code range is `1.4.6` to `26.1`.
- Declared code range is `1.4.6` to `26.2`.
- Human docs are stale in places and sometimes stop at older ranges; prefer code when docs and code disagree.
- Movement/pathing limits called out in docs still apply: no swimming, no knockback. The `Physics/` engine adds vanilla-accurate collision and movement but some edge cases remain.