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Minecraft Beta & Preview - 1.21.20.22​

Posted: 10 July 2024
Information on Minecraft Preview and Beta: Minecraft预览版和Beta版信息:
  • These work-in-progress versions can be unstable and may not be representative of final version quality
  • - 这些进行中的版本可能不稳定,可能无法代表最终版本的质量
  • Minecraft Preview is available on Xbox, PlayStation, Windows, and iOS devices. More information can be found at aka.ms/PreviewFAQ
  • - Minecraft预览版可在Xbox、PlayStation、Windows和iOS设备上使用。更多信息可以在 aka.ms/PreviewFAQ 上找到
  • The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
  • - 测试版可在Android(Google Play)上使用。要加入或退出测试版,请参阅 aka.ms/JoinMCBeta 以获取详细说明
A Minecraft screenshot taken with the updated water and reflections in the Deferred Technical Preview

There’s a new Minecraft Preview and Beta rolling out, with more tweaks and bug fixes! Here’s a list of what’s new this week:
有一个新的Minecraft预览版和测试版推出,有更多的调整和错误修复!以下是本周的最新动态:

Features and Bug Fixes 功能和Bug修复​

Accessibility (?)​

  • Fixed an issue where Screen Narration would not describe how to accept a game invitation on Android and iOS
  • - 修复了屏幕叙述无法描述如何在Android和iOS上接受游戏邀请的问题
  • Text to speech for UI now reads the how to play screens by hovering over, tapping on or navigating to the respective headers and paragraphs
  • - 现在,UI的文本转语音功能可以通过悬停、点击或导航到相应的标题和段落来读取如何播放屏幕

Blocks 方块​

  • Trapdoors and Fence Gates no longer push players or mobs when activated by Redstone
  • - 当红石激活时,陷阱门和栅栏门不再推动玩家或生物
  • Added VanillaBlockTag "one_way_collidable" that can be used to emulate the one way collision of Doors, Trapdoors, and Fence Gates that don't push out a mob when inside their collision box
  • - 添加了 VanillaBlockTag “one_way_collidable”,可用于模拟门、陷阱门和栅栏门的单向碰撞,这些门在碰撞箱内不会将生物推出
  • The Rooted Dirt block now has unique sounds, to better match the Java Edition (MCPE-121664)
  • - 缠根泥土现在具有独特的声音,以更好地匹配Java版本
  • Copper Door's "open" sound is now pitched differently
  • - 铜门的“打开”声音现在音调不同了
  • A damaged Anvil block may now spawn in Trail Ruins, as it would in Java Edition
  • - 一个受损的Anvil块现在可能会在古迹废墟中生成,就像在Java版中一样
  • "anvil" block is now split into unique instances: "anvil", "chipped_anvil", "damaged_anvil", "deprecated_anvil"
  • - “anvil”(铁砧)的id现在被拆分为:“anvil“(铁砧)、”chiped_anvil“(开裂的铁砧)、”damaged_anvil“(损坏的铁砧)、”deprecated_anvil”(?)
  • "quartz_block" is now split into unique instances "quartz_block", "chiseled_quartz_block", "quartz_pillar", and "smooth_quartz"
  • - "quartz_block"的id被拆分为 "quartz_block", "chiseled_quartz_block", "quartz_pillar", and "smooth_quartz" 即石英块、錾制石英块、石英柱和平滑石英块
  • Smooth Quartz has had its destroy-time adjusted to match Java Edition (MCPE-101893)
  • - 平滑石英块已调整其销毁时间以匹配Java版本
  • Pillar Quartz Block has been renamed to Quartz Pillar
  • - Pillar Quartz Block 更名为 Quartz Pillar
  • "red_sandstone" block is now split into unique instances "red_sandstone", "chiseled_red_sandstone", "cut_red_sandstone", and "smooth_red_sandstone"
  • - "red_sandstone" 的id被拆分为 "red_sandstone", "chiseled_red_sandstone", "cut_red_sandstone", and "smooth_red_sandstone" 即 红砂岩、錾制红砂岩、切制红砂岩、平滑红砂岩
    • "smooth_red_sandstone" destroy time changed from 0.8 to 2.0 平滑红砂岩的破坏时间从0.8变为2.0
  • "dirt" block is now split into unique instances: "dirt" and "coarse_dirt"
  • - “dirt”的id现在被拆分为:“dirt”和“coarse_dirt” 即 泥土、砂土
  • "sand" block is now split into unique instances "sand" and "red_sand"
  • - “sand”的id现在被拆分为:“sand“和“red_sand” 即 沙子、红沙

Game Tips 游戏提示​

  • Added a game tip that informs players on touch devices that they are sneaking in order to avoid having new players stuck in crouch
  • - 添加了一个游戏提示,通知使用触摸控制的玩家现在处于潜行状态,以避免新玩家被困在蹲下状态
  • Added some minor tip interruption improvements for existing game tips
  • - 为现有游戏提示添加了一些小的提示中断改进

Gameplay 游戏内容​

  • Fixed Torch item icon being temporarily misplaced when transferring it between the inventory and the hotbar when quick-moved (MCPE-180913)
  • - 修复了在物品栏和快捷栏之间快速移动火把时,火把图标会暂时错位的问题。
  • Mounts and vehicles are no longer given a slight velocity during a dismount
  • - 在下车/离开坐骑的过程中,坐骑和车辆不再有轻微的速度

Split Screen 分屏模式​

  • Fixed mob animations not playing when mobs were unloaded in split screen
  • - 修复了在分屏模式下卸载生物时无法播放生物动画的问题

General 全局​

  • Fixed an issue so that Marketplace content is properly imported before you create or start a world
  • - 修复了一个问题,以便在创建或启动世界之前正确导入市场内容
  • Legacy worlds no longer have chunks at the edge of the world that don't render
  • - 遗留世界的边缘不再有不渲染的块

Graphical 图像​

  • Fixed fog JSON validation to allow for max_density_height and zero_density_height values to range from (-64,320)
  • - 修复了 雾JSON 验证,允许 max_density_height 和 zero_density_height 值的范围为(-64,320)

Maps 地图​

  • Fixed an issue where structure icons or other map decorations were not visible at map edges on maps with unlimited tracking, such as Trial Explorer Maps (MCPE-182681)
  • - 修复了在无限制跟踪的地图(如试用版浏览器地图)上,结构图标或其他地图装饰在地图边缘不可见的问题

Mobs 生物​

  • Bogged no longer levitates when riding a Boat, Raft, or Minecart (MCPE-178876)
  • - 沼骸在乘坐小船、木筏或矿车时不再漂浮

Ominous Vault 不祥宝库​

  • Rare loot now has 80% chance of dropping from Ominous Vaults (MCPE-180654)
  • - 稀有战利品现在有80%的几率从不祥之库中掉落
We are making some changes to how Realms invite links work to make it easier than ever to invite your friends and to keep your Realm safe from unwanted joiners:
- 我们正在对Realms邀请链接的工作方式进行一些更改,以便比以往任何时候都更容易邀请您的朋友,并保护您的Realm免受不需要的加入者的攻击:
  • You can now create up to 5 invite links per Realm
  • - 现在,每个Realm最多可以创建5个邀请链接
  • Invite links can be enabled or disabled at will, or set to have an expiration date in the future
  • - 邀请链接可以随意启用或禁用,也可以设置为将来有一个过期日期
  • Invite links can be deleted entirely
  • - 可以完全删除邀请链接
  • Newly created invite links codes will be 15 characters long (increased from 11)
  • - 新创建的邀请链接代码长度为15个字符(从11个字符增加)
  • Existing Preview Realms will keep their existing invite links, but all new Preview Realms will start with 0 invite links by default moving forward
  • - 现有的预览Realms将保留其现有的邀请链接,但默认情况下,所有新的预览域都将从0个邀请链接开始向前移动
Realms Bug Fixes Realms Bug修复
  • Fixed issues with the Realms button sticking around when it shouldn't or not showing up when it should
  • - 修复了Realms按钮在不应该出现或应该出现时不出现的问题
  • Fixed a bug that locked players on an infinite loop after cancelling the process of joining a recently claimed preview Realm
  • - 修复了一个错误,该错误在取消加入最近声称的预览Realm的过程后,将玩家锁定在无限循环中
  • Fixed a bug where players with a freshly installed Minecraft needed to restart before being able to see Realms Stories
  • - 修复了一个错误,即新安装Minecraft的玩家需要重新启动才能看到Realms Stories

Realms Stories Realms故事​

  • Cleaned up the disabled Realms Stories button interface on the pause screen when playing as a second user in split screen
  • - 清理了在分屏中作为第二个用户播放时暂停屏幕上禁用的Realms故事按钮界面

User Interface 用户界面​

  • Removed an unnecessary warning from 2 Player realms subscription
  • - 从双人游戏realms订阅中删除了不必要的警告
  • Fix so that pressing "Join Realm" on the new Play screen does not lead into an empty void
  • - 修复了在新的播放屏幕上按“加入Realm”不会导致空白的问题
  • The new Bedtime screen now cancels sleeping when pressing the escape keyboard button (MCPE-183434)
  • - 新的睡前屏幕现在可以在按下退出键盘按钮时取消睡眠

Technical Updates 技术更新​

API​

  • Fixed a crash with getTags method on Item Stack when called on the Air Block Item
  • - 修复了在空气方块上调用Item Stack上的getTags方法时发生的崩溃
  • Dimension
    • Released method getTopmostBlock from beta to 1.13.0
    • 发布方法getTopmostBlockbeta1.13.0
    • Released interface VectorXZ from beta to 1.13.0
    • 发布接口VectorXZbeta1.13.0

Blocks 方块​

  • The "blocks.json" files found in resource packs are now versioned
  • - 资源包中的blocks.json文件现在是版本控制的。
    • Overriding the block "stone" with a format_version of 1.20.50 or higher will assume the texture data in terrain_texture.json is flattened and not using an array
    • - 使用1.20.50或更高版本的format_version覆写stone会假定terrain_texture.json中的纹理数据是扁平化的,而非使用一个数组。
    • Overriding the block "prismarine" with a format_version of 1.21.10 or higher will assume the texture data in terrain_texture.json is flattened and not using an array
    • - 使用1.21.10或更高版本的format_version覆写prismarine会假定terrain_texture.json中的纹理数据是扁平化的,而非使用一个数组。
    • Overriding the block "anvil", "quartz_block", "red_sandstone", "sand" and "sandstone" with a format_version of 1.21.20 or higher will assume the texture data in terrain_texture.json is flattened and not using an array
    • - 使用1.21.20或更高版本的format_version覆写anvil、quartz_block、red_sandstone、sand和sandstone会假定terrain_texture.json中的纹理数据是扁平化的,而非使用一个数组。
  • "infested_stone" and its derivatives now have their block sound defined (MCPE-182290)
  • - 虫蚀石头及其衍生方块现在拥有已定义的方块音效。

Commands 命令​

  • The /locate structure command now uses namespaced structure names. Structure names provided without a namespace will assume the “minecraft” namespace (MCPE-151807)
  • - /locate structure命令现在使用命名空间结构名称。没有命名空间的结构名称将采用“minecraft”命名空间

Editor 编辑器​

The Editor and its corresponding API are in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. Tag us on social channels with #BedrockEditor.
- 编辑器及其相应的API处于早期开发阶段,可用于Windows PC Bedrock Preview版本上的键盘/鼠标。在社交频道上用#BedrockEditor标记我们。
Learn how to use the Editor, join the GitHub Discussion forum to engage with the team, and get started building extensions via the starter kit and samples.
- 学习如何使用编辑器,加入GitHub讨论论坛与团队互动,并通过入门工具包示例开始构建扩展。

Updates this week: 本周更新

注意:本周更新内容纯机翻,未进行校验
  • Updated set of blocks + entities that appear within the Editor picker
  • - 更新了编辑器选择器中显示的块+实体集
  • Added 'Attach Debugger' ActionBarItem shortcut for attaching to the scripting debugger
  • - 添加了“附加调试器”ActionBarItem快捷方式,用于附加到脚本调试器
  • Implemented single entity transaction payload for entity delete/create
  • - 为实体删除/创建实现了单实体事务有效负载
  • Implemented Undo/Redo of single entity creation and deletion
  • - 实现了单个实体创建和删除的撤消/重做
  • Added isFloat to support floating point values in addNumber Editor Property Pane API
  • - 添加了isFloat以支持addNumber编辑器属性窗格API中的浮点值
  • Added copy to clipboard button to log panel messages
  • - 添加了复制到剪贴板按钮以记录面板消息
  • Added localized field names into the Deferred Lighting property editor dropdown
  • - 将本地化字段名称添加到延迟照明属性编辑器下拉列表中
  • Added Global Illumination settings to the Deferred Lighting property editor
  • - 将“全局照明”设置添加到“延迟照明”属性编辑器中
  • Fixed bug that caused visual artifacts when enabling Deferred Lighting in Editor
  • - 修复了在编辑器中启用延迟照明时导致视觉伪影的错误
  • Removed fallback display text properties from API in favor of single localized property.
  • - 从API中删除了回退显示文本属性,以支持单个本地化属性。
    • Added labelproperty to IDropdownItem API, removed displayAltText and displayStringId properties
    • - 向IDropdownItem API添加了labelproperty,删除了displayAltTextdisplayStringId属性
    • Added labelproperty to IMenuCreationParams API, removed name and displayStringId properties
    • - 向IMenuCreationParams API添加了labelproperty,删除了namedisplayStringId属性
    • Added titleproperty to IPropertyItemOptions and IPropertyItem APIs, removed titleAltText and titleStringId properties
    • - 已将titleproperty属性添加到IPropertyItemOptionsIPropertyItemAPI,删除了titleAltTexttitleStringId属性
    • Added title and tooltip properties to ModalToolCreationParameters API, removed titleAltText, titleStringId, tooltipAltText and tooltipStringId properties
    • - 将titletooltip属性添加到ModalToolCreationParameters API,删除了titleAltTexttitleStringIdtooltipAltTexttooltipStringId属性

Entity Components 实体组件​

  • Added the "behavior.teleport_to_owner" goal, which allows an entity to teleport to its owner
  • - 添加了“behavior.teleport_to_uowner”目标,该目标允许实体传送给其所有者
    • This goal is designed for emergency situations where "behavior.follow_owner" could be too slow or too low priority
    • - 此目标专为“behavior.follow_owner”可能太慢或优先级太低的紧急情况而设计
    • The "filters" field allows defining the conditions for teleportation using entity filters
    • - “filters”字段允许使用实体过滤器定义传送条件
    • The "cooldown" field allows defining how often the entity should attempt to teleport
    • - “cooldown”字段允许定义实体应尝试传送的频率
  • minecraft:behavior.move_away_from_target has been renamed to minecraft:behavior.move_around_target to better describe what the goal does, since it can be used both for moving away from the target, but also to move towards a random position around the target
  • - minecraft:behavior.moveaway_from_target已重命名为minecraft:behavior.movearound_target,以更好地描述目标的作用,因为它既可以用于远离目标,也可以用于向目标周围的随机位置移动

Entity Filters 实体过滤器​

  • Added new entity filter "owner_distance", which checks the distance of an entity from its owner
  • - 添加了新的实体过滤器“owner_distance”,用于检查实体与其所有者的距离

Gameplay 游戏内容​

  • Modified ItemUseInventoryTransaction packet by adding Trigger Type. This new value tells us if the packet is sent from a direct player input or the simulation tick from the button being held down
  • - 通过添加Trigger Type修改了ItemUseInventoryTransaction数据包。这个新值告诉我们数据包是从直接玩家输入发送的,还是从按下按钮的模拟刻发送的

General 全局​

  • Entities that fail to load due to missing content will now be preserved inside the level. These entities will re-appear when the missing content becomes available (I.E Removing and re-applying an Add-On)
  • - 由于缺少内容而无法加载的实体现在将保留在级别内。当缺失的内容可用时,这些实体将重新出现(即删除并重新应用附加组件)

Items 物品​

  • Using 'minecraft:wearable' with slot set to 'slot.weapon.offhand' in combination with 'minecraft:allow_off_hand' set to false will now cause a content error
  • - 使用“minecraft:wearable”,将插槽设置为“slot.seapon.offhand”,并将“minecraft:allow_off_hand”设置为false,现在将导致内容错误

Technical Experimental Updates 技术实验更新​

API​

  • Camera
    • Added `CameraFixedBoomOptions` to the options for the `setCamera` function in beta.
    • 在 beta 中为 setCamera 函数的一些选项加入了 CameraFixedBoomOptions 。
  • CameraFixedBoomOptions
    • New interface added to beta
    • - 加入到beta中的新接口。
    • Allows you to customize `minecraft:follow_orbit` cameras only when the third person camera presets toggle is enabled.
    • - 允许自定义 minecraft:follow_orbit 相机视角(仅当开启第三人称相机预设选项时)。
  • Introduces `viewOffset?: Vector2`. This property allows you to change the offset of the camera relative to the player to create an over the shoulder effect.
  • - 引入了viewOffset?: Vector2。允许更改相机视角相对于玩家的偏移量,以创建过肩效果。

Graphical 图形 (机翻)​

  • Extended TextureSet capabilities to support Items in the Deferred Technical Preview. See updated documentation on the Creator portal for details.
  • - 扩展的TextureSet功能,以支持延迟技术预览中的项目。有关详细信息,请参阅Creator门户上的更新文档。
  • Added the new bio-optical lighting model for water in the Deferred Technical Preview. The ability to customize and data-drive water will be made available in future updates
  • - 在延迟技术预览中添加了新的水生物光学照明模型。在未来的更新中,将提供定制和数据驱动水的能力
    • Known issue: there is a volumetrics boundary 8 blocks below the water surface that creates a harsh lighting transition when the camera passes through it.
    • - 已知问题:水面以下8个区块有一个体积边界,当相机穿过它时,会产生强烈的光照过渡。
    • Known issue: waterfalls or thin bodies of water can be difficult to see.
    • - 已知问题:瀑布或薄水体可能很难看到。
  • Added Screen Space Reflections to the Deferred Technical Preview. These reflections are included as part of the Reflections quality slider in the Deferred graphics settings menu. On mobile devices, screen space reflections are only available when running at Ultra settings. See updated documentation on the Creator portal for details.
  • - 在延迟的技术预览中添加了屏幕空间反射。这些反射作为“延迟图形设置”菜单中“反射质量”滑块的一部分。在移动设备上,只有在Ultra设置下运行时,屏幕空间反射才可用。有关详细信息,请参阅Creator门户上的更新文档。
  • Fixed a bug on iOS that resulted in undefined graphics behaviour (such as no point lights or washed-out lighting) in the Deferred Technical Preview.
  • - 修复了iOS上的一个错误,该错误导致延迟技术预览中出现未定义的图形行为(如没有点光源或光照不足)。
  • Fixed a gamma-correction bug that caused the textures of Candles, Glass, Ice, Honey, Slime, Beacons, Cauldrons and portals to be overly bright in the Deferred Technical Preview
  • - 修复了一个伽玛校正错误,该错误导致延迟技术预览中蜡烛、玻璃、冰、蜂蜜、黏液、信标、鼎和入口的纹理过于明亮
 
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