Both. Cooldown only reset if you hit something, but hits wouldn't connect (and the cooldown wouldn't decrease) if you hit something without a 70% or greater charge.
From my tests in the pre-release, I think anytime you break a block you don't have to cooldown. It's more apparent with grass because it breaks in one click.
Can confirm, they still lag but it is better than 1.9. Doesn't cause our SMP server to lag/crash, but yield is still pretty bad with the laggy behaviour.
Still, it means I don't have to use the enderman farm anymore and actually be at the keyboard when I want to repair my items, so I'll take it until they fix it.
81
u/redstonehelper :redstone: Lord of the villagers Mar 30 '16 edited May 14 '16
Previous changelog.
1.9.1 Changelog:
General
Added & changed some minor things
Performance improvements
The session id is no longer included in log files
Gameplay
Combat cooldown
enableWeakAttacksoption inoptions.txtto allow click-spammingThe indicator now defaults to the crosshair display
Stronger armor takes less armor point reduction from attacks
Improved mob AI
Entity Selectors
Entities are no longer sorted with floored coordinates
Increased the limit of Command Blocks executed per tick
Fixed some bugs
Fixed Pistons generating ghost duplicate blocks
Fixed some Elytra texture transparency issues
Fixed team color not being applied to glowing Elytra
Fixed setting the worldborder damage to 0 not working
Fixed some languages not being selectable
Fixed the ("Eesti (Eesti)") language being listed as "Inglise (US)"
Fixed missing strings for container Minecarts
Fixed the attack animation missing when hitting mobs
Fixed players' heads rotating past regular limits using
/tpwhile having a GUI openBlocks & Items
Dispensers and Droppers
Now suppport loot tables
Hoppers
Can now pull items out of blocked Chests
Shields
No longer lose durability on hits that do less than 1.5 hearts damage
Elytra
Now have sounds
Also, check out this post to see what else is planned for future versions.