我的世界基岩版 Beta 1.16.230.50 发布 杜鹃树叶和盛开的杜鹃树叶被剪后能正常掉落

Glow Lichen
荧光地衣

  • A dim light source that generates in caves
  • 是一种在洞穴中生成的昏暗光源
  • It can be waterlogged
  • 能被水淹没
  • Use shears to pick it up
  • 使用剪刀来收集
  • Use bonemeal to spread it along block surfaces
  • 使用骨粉来催生它沿方块表面蔓延开
  • Glow lichen can be composted
  • 荧光地衣能堆叠

 

Bug Fixes and Tweaks
错误修复和更改

Android
安卓设备
  • Added mouse and keyboard support for Android devices that support it (Oreo and newer)
  • 为支持键盘和鼠标的安卓设备增加了支持
  • Certain Android devices no longer fail to perform multilingual input
  • 部分安卓设备的多语言输入不再失效了
  • Crosshair placement is no longer offset on certain Android devices
  • 在部分安卓设备上,十字准星不再偏移了
  • The game will no longer fail to properly shutdown on certain Android devices
  • 在部分安卓设备上,游戏能正常退出了
  • Fixed resolution issues on certain Android devices
  • 修复了部分安卓设备上的分辨率问题
  • Fixed networking issues on certain Android devices
  • 修复了部分安卓设备上的网络问题
  • Going underwater on certain Android devices no longer makes the screen go pitch-black
  • 在部分安卓设备上,进入水下不再造成黑屏了
  • Structure blocks can now be exported on Android
  • 在安卓设备上,结构方块能够导出了

 

General
常规
  • Powder Snow Block no longer drops when destroyed by an explosion (MCPE-118666)
  • 当细雪方块被爆炸摧毁时,不会再掉落了
  • Fixed issue where smelting behavior for several fuel sources was broken (MCPE-121863)
  • 修复了部分燃料的熔炼表现异常
  • First person eating animation is now centered in the frame (MCPE-116678)
  • 第一人称食用动画现在显示在屏幕的正中央
  • First person main hand blocking animation now plays properly (MCPE-115536)
  • 第一人称主手放置方块动画现在正常了
  • First person main hand and off-hand shields are now symmetrical (MCPE-116736)
  • 第一人称主手和副手拿盾牌现在对称了
  • Fixed an issue where patterns in the loom with different resolutions than Vanilla assets would not display correctly
  • 修复了当分辨率和原版不同时,织布机图案显示不正常的问题
  • Crafting (Waxed) Weathered Cut Copper Slabs in the Stonecutter now yields two slabs instead of one (MCPE-121695)
  • 在切石机中切制锈蚀和涂蜡的切制铜台阶会获得两个台阶而不是一个
  • Leads now correctly attach to Goats (MCPE-104161)
  • 拴绳牵着羊的位置正确了

 

Lush Cave Blocks
  • Azalea leaves and flowering azalea leaves now correctly dropped when sheared
  • 杜鹃树叶和盛开的杜鹃树叶被剪后能正常掉落
  • Moss blocks can now correctly be fertilized using dispensers
  • 苔藓块能被发射器正常施肥
  • Hanging roots can now correctly be composted
  • 垂根能正确地堆叠
  • Small dripleaf now drops as an item when sheared
  • 小垂滴叶被剪下时,会掉落一个物品
  • Placing a big dripleaf on another big dripleaf increases its height by one
  • 在一个大垂滴叶上放另一个大垂滴叶会使高度增加1
  • Using shovel on rooted dirt creates a grass path block
  • 对着缠根泥土使用锹会使其变为草径
  • Bees consider flowering azalea and flowering azalea leaves as flowers
  • 蜜蜂会将盛开的杜鹃花丛和盛开的杜鹃树叶视为花
  • Using Pick Block function on Cave Vines or breaking them with Silk Touch-enchanted tool now yields Glow Berries
  • 现在对洞穴藤蔓使用选择方块功能,或者使用精准采集的工具破坏洞穴藤蔓会掉落发光浆果

 

User Interface
UI
  • Fixed an issue where cancelling joining a world while generating it caused the user to get stuck in the progress screen (MCPE-114776)
  • 修复了当生成世界时取消加入世界会使用户卡在加载页面

Technical Fixes and Changes
技术性修复和更改

GameTest Framework
GameTest 框架
  • Added Dimension class
  • 增加了Dimension类
  • Added World.getDimension
  • 增加了World.getDimension
  • Updated the GameTest Framework interface. See the list below for specific changes:
  • 更新了 GameTest 框架界面。更新列表:
    • function assertEntityPresentInArea(entityIdentifier : string) – Throws an Error if an entity matching the given identifier does not exist in the test region
    • assertEntityPresentInArea(entityIdentifier : string) 函数 – 如果和提供的识别器相符的实体不在测试区域时,抛出异常
    • function print(text : string) – Prints the given text to the chat
    • print(text : string) 函数 – 把给定的文字输出到聊天栏
    • function assertEntityInstancePresent(entity : Entity, position : BlockLocation) – Throws an Error if the given entity is not present in the given block location
    • assertEntityInstancePresent(entity : Entity, position : BlockLocation) 函数 – 如果给定的实体不在给定的位置,抛出异常
    • [Removed] function setEntityTamed(entityIdentifier : string, position : BlockLocation) – Replaced by component function setTamed(showParticles : bool)
    • setEntityTamed(entityIdentifier : string, position : BlockLocation) 函数已经移除,替换为setTamed(showParticles : bool) 函数。
  • Entity
  • 实体
    • function getComponents() – Returns an array of supported components
    • getComponents() 函数 – 返回一个数组,包含受支持的部件
    • function getComponent(componentIdentifier : string) – Returns the component matching the given identifier
    • getComponent(componentIdentifier : string) 函数 – 返回和识别器相符的部件
    • function hasComponent(componentIdentifier : string) – Returns true if the given component exists on the entity and is supported
    • hasComponent(componentIdentifier : string) 函数 – 当给定的部件在实体上存在而且受支持时,返回 true
    • function getName() – Returns the name of the entity (e.g. “Horse”)
    • getName() – 返回实体名字(例如 “Horse”)
    • Components for color, health, leashable, and tamemount were added
    • 加入了 颜色,生命值,可牵引,被驯服 这几个部件
    • function kill() – Kills the entity
    • kill()函数 – 杀 死 实 体
  • World
  • 世界
    • addEventListener(eventName : string, callback : function(entity : Entity)) – Registers an event listener for entity events Supported Events:
    • addEventListener(eventName : string, callback : function(entity : Entity)) – 给实体的事件注册事件监听器   受支持的事件:
      • “onEntityCreated” – Fires when an entity is created
      • “onEntityCreated” – 当实体被创建时响应
      • “onEntityDefinitionTriggered” – Fires when an entity definition event is triggered
      • “onEntityDefinitionTriggered” – 当一个实体定义事件发生时响应
  • Renamed /gametest runall to /gametest runset
  • /gametest runall 更名为 /gametest runset
  • The default value for the tag parameter is now “suite:default”
  • 标签参数的默认值现在是 “suite:default”

 

Actors
主体
  • Several enums in ActorDataIDs were added by mistake, and are now being removed (DEFINE_PROPERTIES, UPDATE_PROPERTIES)
  • ActorDataIDs 中的一些枚举项被错误地加入了,现在已经移除 (DEFINE_PROPERTIES, UPDATE_PROPERTIES)
  • Catmull-Rom animations will no longer glitch if the time for a keyframe matches its value
  • 当一个关键帧的时间和值相匹配时,Catmull-Rom 动画不再失灵了
  • All functions run using the /schedule command now run from the origin they are supposed to, instead of from the server
  • 使用 /schedule 指令的函数现在从应该运行的源头运行,而不是从服务端运行

 

Other Fixes
其它修复
  • Replaced “Whitelist” language use to “AllowList”. Dedicated server command “whitelist” changed to “allowlist”. Dedicated server “whitelist.json” file changed to “allowlist.json” file. JSON format remains the same. Modified instructions are found in bedrock_server_how_to.html
  • “Whitelist”语言改为”AllowList”,指令 “whitelist”改为”AllowList”,服务端”whitelist.json”文件改为 “allowlist.json”,JSON文件的格式不变。在bedrock_server_how_to.html 中能找到修改后的指令。
  • Fixed query.is_in_ui so that it is available to use when a data-driven mob is rendering in the UI (query.is_in_ui returns true when the mob is rendering in the UI, such as in the inventory window)
  • 修复了query.is_in_ui,使得它在由数据驱动的生物在界面上被渲染时可用。(当生物在界面上被渲染时,query.is_in_ui 返回 true。比如在物品窗口内)

来源:LeoPro


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