我的世界基岩版 Beta & Preview 1.19.0.20 发布

FEATURES AND BUG FIXES
特性和漏洞修复

WILD UPDATE FEATURES
荒野更新特性

  • Wild Update features no longer require the experimental toggle to be enabled
  • 荒野更新特性不再需要开启实验性功能来启用。
  • Added new Wild Update splash screen texts
  • 添加了荒野更新的主界面图像。
  • Added new Wild Update loading screen tips
  • 添加了荒野更新的加载界面小贴士。

MANGROVE SWAMP BIOME
红树林沼泽生物群系

  • Added Mangrove Swamp biome
  • 添加了红树林沼泽生物群系。
  • Added Mangrove Tree feature
  • 添加了红树的特性。
  • Added Mangrove Propagule base functionality
  • 添加了红树胎生苗的基本功能。
  • Added Mangrove Roots and Muddy Mangrove Roots
  • 添加了红树根和沾泥的红树根。
  • Added all the new Mangrove Wood Types
  • 添加了红树树种的所有方块。

MUD
泥巴

  • Added Mud related block recipes
  • 添加了泥巴相关方块的合成配方。
  • Implemented Mud walking/sinking
  • 实现了行走在泥巴上时的下沉。

MUD BLOCK
泥巴方块

  • Added base Mud block functionality
  • 添加了泥巴方块的基本功能。
  • Added Mud block sounds
  • 添加了泥巴方块的音效。
  • Added Mud block renewability
  • 使泥巴方块可再生。

MUD BRICK BLOCKS
泥砖方块

  • Added Mud Brick block
  • 添加了泥砖方块。
  • Added Mud Brick sounds
  • 添加了泥砖方块的音效。
  • Added Mud Brick Slab/Stair/Wall blocks
  • 添加了泥砖台阶/楼梯/墙方块。

PACKED MUD

  • Added Packed Mud block
  • 添加了泥坯方块。

ALLAY
悦灵

  • Allay can now be leashed if it is already holding an item (MCPE-153068)
  • 悦灵在拿着物品时可以被拴绳控制(MCPE-153068)。
  • Allay can now be named by a Name Tag if it is already holding an item (MCPE-153079)
  • 悦灵在拿着物品时可以被命名牌命名(MCPE-153079)。
  • Allays now have initial sounds
  • 添加了悦灵的初版音效。
  • Allay now move slower when not attempting to follow its owner, and will only start following its owner from a further distance than before
  • 悦灵在不跟随主人时的移动速度变慢了,并且开始跟随主人的距离更远了。

FROG
青蛙

  • Frogs no longer croak while they are eating mobs
  • 青蛙在吃下生物时不会呱呱叫了。

GAMEPLAY
玩法

  • Fixed a bug where Wardens temporarily could miss noticing vibrations, and Allays could miss noticing that Note Blocks were being played
  • 修复了监守者可能暂时会错过声音,悦灵可能会错过音符盒声音的问题。
  • Stop Warden from getting angry at itself and inanimate mobs
  • 监守者现在不再对同类和无生命实体产生仇恨。
  • The Darkness effect now has a black distance fog, similar to how the Blindness effect works
  • 黑暗效果现在添加了黑色的雾,和失明效果类似。
  • Parrots now imitate the Warden
  • 鹦鹉会模仿监守者的声音。
  • The Warden has a new angry listening sound
  • 监守者在有仇恨时听声有了新的音效。
  • The Warden now has updated sounds and custom death and hurt sounds
  • 监守者有了新音效以及专属的受伤/死亡音效。
  • Allow Warden to preserve anger level towards despawned entities
  • 监守者对于被刷新掉的实体的仇恨会保留。
  • Fixed eroded Badlands biome placement error that caused it to fragment
  • 修复了被风蚀的恶地生成错误导致地形破碎的问题。

SCULK SENSOR
幽匿感测体

  • Sculk Sensors can now detect a wider range of vibrations
  • 幽匿感测体现在可以检测到更广范围的震动。
  • Sculk Sensors can now detect players sneaking on top of them
  • 幽匿感测体现在可以检测到玩家在其上方潜行。
  • Sculk Sensors cannot detect players shooting an arrow while sneaking anymore
  • 幽匿感测体不再能检测到玩家在潜行时射击。
  • Sculk Sensors can now detect players falling in Lava
  • 幽匿感测体现在可以检测到玩家掉入岩浆。
  • Sculk Sensors can now detect players sneaking in Water (MCPE-117244)
  • 幽匿感测体现在可以检测到玩家在水中潜行(MCPE-117244)。
  • Sculk Sensors can now detect landing projectiles
  • 幽匿感测体现在可以检测到投射物落地。
  • Sculk Sensors can now detect containers being opened or closed (MCPE-135140)
  • 幽匿感测体现在可以检测到容器打开/关闭(MCPE-135140)。
  • Sculk Sensors can now detect Candles being placed, lit, or unlit (MCPE-141453)
  • 幽匿感测体现在可以检测到蜡烛被放置,点燃或熄灭(MCPE-141453)。
  • Sculk Sensors can now detect players eating food or drinking potions (MCPE-135114)
  • 幽匿感测体现在可以检测到玩家进食/饮用药水(MCPE-135114)。
  • Sculk Sensors can now detect Goat Horns being played
  • 幽匿感测体现在可以检测到山羊角被吹响。
  • Sculk Sensors can now detect Big Dripleaves changing their state (MCPE-153115)
  • 幽匿感测体现在可以检测到大型垂滴叶改变状态(MCPE-153115)。

ACCESSIBILITY FEATURES
辅助功能

  • There is now a Darkness effect strength slider in Settings that adjusts how dark the screen can get during the effect
  • 设置中添加了黑暗效果强度滑条,可以控制黑暗效果时屏幕的黑暗程度。

GRAPHICAL
图像

  • Fixed a texture bug in the Warden’s bioluminescent texture where the right arm’s bottom face didn’t have bioluminescent colors (MCPE-153664)
  • 修复了监守者右手底面没有发光纹理的纹理问题(MCPE-153664)。
  • Updated fog JSON schema to allow distance fog settings to use negative value as ‘fog_start’. Allowing nearby blocks to also be tinted with fog color
  • 更新了雾的 JSON 格式,允许雾影响范围值 ‘fog_start’ 使用负值,这样可以使附近的方块也被雾影响。
  • Added adjustable fog effect that can expand or shrink over time. Users will get the sense of eyes adjusting when going into water
  • 添加了可以随时间增强/减弱的雾效果。进入水下时的效果更加接近人眼。

MOBILE TOUCH CONTROLS
移动端触控

  • Block highlights will no longer stay if players lift their block breaking finger off the screen while still using a second finger to move around with non-classic touch controls
  • 在使用新控制方式时,如果破坏方块用的手指离开屏幕并且移动用的手指仍然在操控,方块不会高亮。
  • Fixed issue where Boats were not controllable with new touch controls (MCPE-152984)
  • 修复了新控制方式无法控制船的问题(MCPE-152984)。
  • Fixed issue where players were not able to descend while on top of Scaffolding (MCPE-152989)
  • 修复了玩家在脚手架顶部时无法向下移动的问题(MCPE-152989)。
  • Removed inversion of movement when in front facing third-person camera (MCPE-153168)
  • 视角是第三人称正面时,控制不再反转(MCPE-153168)。

GENERAL
通用

  • Fixed a bug causing the Parrot’s head to always face the player while riding the player
  • 修复了鹦鹉骑在玩家肩膀上时总是朝向玩家的问题。
  • Fixed bug causing player to take fall damage after getting into a Bed while falling (MCPE-153122)
  • 修复了玩家在降落时上床仍然会收到跌落伤害的问题(MCPE-153122)。
  • Fixed bug causing baby Llamas to fire llama spit from above their head (MCPE-144948)
  • 修复了幼年骆驼从头顶吐出唾沫的问题(MCPE-144948)。
  • Fixed a crash when loading a Behavior Pack with non-JSON object in entity components, component_groups, and “add”/”remove” events (MCPE-151377) (MCPE-151380)
  • 修复了加载在实体组件中包含非 JSON 元素,component_groups,“add”/”remove”事件的行为包会导致崩溃的问题(MCPE-151377)(MCPE-151380)。
  • Fences and Walls no longer connect to Bells (MCPE-152757)
  • 栅栏和墙不再能连接到铃铛(MCPE-152757)。

GRAPHICAL
图像

  • Fixed a bug where the Trident, Bow, Spyglass, Crossbow, and Shield would not be visible when held by an Allay (MCPE-152965)
  • 修复了三叉戟,弓,望远镜,十字弩以及盾牌被悦灵手持时不可见的问题(MCPE-152965)。
  • Fixed a bug where the Trident, Bow, Spyglass and Crossbow would not render when picked up by a Fox (MCPE-135346)
  • 修复了三叉戟,弓,望远镜,十字弩以及盾牌被狐狸捡起时不渲染的问题(MCPE-135346)。
  • Mirrored the Spider’s left legs (MCPE-152927)
  • 镜像了蜘蛛的左腿(MCPE-152927)。
  • Mirrored the Wolf’s left ear and left legs (MCPE-152931)
  • 镜像了狼的左耳和左腿(MCPE-152931)。
  • Fixed a bug where the Brewing Stand’s arms textures did not touch the base (MCPE-152932)
  • 修复了酿造台支架纹理与底座不接触的问题(MCPE-152932)。
  • Moved the Brewing Stand’s base UVs and updated the base texture
  • 更改了酿造台的 UV 并更新了纹理。
  • Fixed the Brewing Stand’s arms rotation
  • 修复了酿造台支架的旋转。

UPDATED BLOCK TEXTURES
方块纹理更新

  • Created a better transition between the End Portal Frame side texture and the End Stone (MCPE-152930)
  • 末地传送门框架的传送门和末地石部分之间有了更好的过渡(MCPE-152930)。
  • Removed unused pixels in the End Rod texture (MCPE-152929)
  • 移除了末地烛纹理中未使用的像素(MCPE-152929)。
  • Updated the Mycelium’s side texture to match other dirt-based textures (MCPE-152928)
  • 更新了菌丝的侧边纹理,更好地和其他泥土类方块融合(MCPE-152928)。

GRAPHICS
图像

  • Fixed a bug where End Crystal beams would point far above their target blocks
  • 修复了末地水晶柱会指向比目标方块更远的地方的问题。
  • Fixed a bug causing z-fighting to occur on bottom of player’s head while wearing a Skull (MCPE-149125)
  • 修复了玩家在穿戴骷髅头时,头底面会出现深度冲突(z-fighting)的问题(MCPE-149125)。

MOBILE CONTROLS
移动端控制

  • Fixed issue where the Invert Y Axis setting was not working correctly with touch controls
  • 修复了反转 Y 轴选项在移动端不能正常工作的问题。

WANDERING TRADER
流浪商人

  • The Wandering Trader no longer opens or closes doors (MCPE-113452)
  • 流浪商人不再能开门(MCPE-113452)。
  • The Wandering Trader now randomly moves around (MCPE-45756)
  • 流浪商人现在会随机四处移动(MCPE-45756)。
  • The Wandering Trader now matches Java Edition’s drinking sounds (MCPE-47057)
  • 流浪商人现在使用 Java 版的饮用音效(MCPE-47057)。
  • The Wandering Trader now has disappear/reappear sound effects when gaining/losing Invisibility
  • 流浪商人在进入/退出隐身状态时有消失/出现音效。
  • The Wandering Trader can now be named with a Name Tag (this will not prevent it from despawning)
  • 流浪商人现在可以被命名牌命名(不能阻止它消失)。

STABILITY AND PERFORMANCE
稳定性和性能

  • Cleaned up leftover biome/block/light memory when leaving a world
  • 在离开世界时清理生物群系/方块/光照的剩余内存
  • Fixed a crash that could occur when lightning hits a Lightning Rod in certain scenarios
  • 修正了在某些场景下闪电击中避雷针时可能引发的崩溃问题

USER INTERFACE
用户界面

  • Added appropriate messaging when there is no internet connection on Xbox devices
  • 在Xbox设备上没有互联网连接时,增加了适当的信息提示。

VANILLA PARITY
待同步特性

VILLAGERS
村民

  • Villagers will no longer begin sleeping while riding something near a Bed
  • 村民在骑乘床附近的实体时,将不会进入睡眠状态

TECHNICAL UPDATES
技术性更新

GENERAL
通用

  • Volume instances are now stored in the world, persisting between play sessions
  • 音量实例现在存储在世界中,在不同的游戏会话中会保持不变
  • Limit path strings and loc ID strings in data-driven blocks to 256 characters
  • 将数据驱动方块中的path字符串和loc ID字符串的长度限制为256个字符
  • Limit the length of crafting tag strings in CraftingTableComponent to 64 characters
  • 将CraftingTableComponent中的crafting标签字符串的长度限制为64个字符
  • Limit the number of elements in the material_instancesfield of the BlockMaterialInstancesComponent to 64
  • 将BlockMaterialInstancesComponent中material_instancesfield字段的元素数量限制为64。
  • Limit the number of elements in the conditionsand block_filter fields of the BlockPlacementFieldComponent to 64
  • 将BlockPlacementFieldComponent中conditionsand block_filter字段的元素数量限制为64。
  • Updated documentation for originand size fields of the minecraft:block_collision and minecraft:aim_collision components
  • 更新了 minecraft:block_collision 和 minecraft:aim_collision 组件的 origin 和 size 字段的文档。

ITEM COMPONENTS
ITEM 组件

  • Added new data-driven Item component minecraft:chargeable- Allows the item to be charged (like Apples or Bows) when the use action button is held on_complete – Trigger executed when the items use duration has been completed
  • 添加了新的数据驱动物品组件minecraft:chargeable——当使用动作按钮被按住时,允许物品被充能(如苹果或弓)——当物品被使用完毕时,触发器被执行。

COMMANDS
命令

  • Reload command will now discover new function and script files
  • Reload命令现在会发现新的函数和脚本文件

DEDICATED SERVER
服务器软件

  • Enable Windows Dedicated Server console to read UTF-16 encoded unicode input (BDS-3791)
  • 启用Windows专用服务器控制台来读取UTF-16编码的unicode输入(BDS-3791)

ACTORS
活动对象

  • Added in check to prevent an actor that is a passenger from being ridden by the vehicle it is on preventing an infinite loop looking for the root vehicle (MCPE-133774)
  • 增加了检查功能,以防止作为乘客的活动对象被其所在的运载工具骑乘,出现寻找根载具的死循环。 (MCPE-133774)

AI GOALS
AI 目标

  • Exposed new data parameter “can_sleep_while_riding” for “minecraft.behavior.sleep”. If set to false, the goal will not start if the mob is riding
  • 新增了“minecraft.behavior.sleep”中新的数据参数“can_sleep_while_riding”。如果设置为false,生物在处于骑乘状态时将不会睡觉

COMMANDS
命令

  • The ‘/spreadplayers’ command will now avoid more hazardous locations
  • “/spreadplayers” 现在会避开更多的危险地点

GAMEPLAY
玩法

  • Fixed crashing issue on some Marketplace worlds
  • 修复了一些Marketplace中世界模板的崩溃问题

GENERAL
通用

  • Actor properties can now be applied to player entities. Updated network protocol version to support this (MCPE-129628)
  • 活动对象属性现在可以应用于玩家实体。升级了网络协议版本以对此进行支持 (MCPE-129628)

MOBS
生物

  • Entities that use KnockbackRoarGoal can once again properly use entity filters to determine damage
  • 使用KnockbackRoarGoal的实体可以再次正确地使用实体分类器来决定伤害

MOLANG
MOLANG

  • Fixed a crash in query.variant related to thrown potions and invalid potion IDs
  • 修复了query.variant中与丢出的药水和无效的药水ID相关的崩溃。

EXPERIMENTAL FEATURES
实验性特性

GAMETEST FRAMEWORK
GAMETEST 框架

  • Fixed Date.now() to no longer truncate to a 32-bit integer
  • 对Date.now()做了修复,使其不再截断为32位整数

mojang-gametest module: Test
mojang-gametest 模块: Test

  • Added function rotateVector- Rotates a vector relative to the GameTest structure rotation
  • 增加了函数rotateVector——相对于GameTest结构转动旋转一个向量。

mojang-minecraft module
mojang-minecraft 模块

  • New property on Player: onScreenDisplay : ScreenDisplay – exposes a new interface to trigger on screen content
  • Player的新属性:onScreenDisplay : ScreenDisplay——添加了一个新的接口来触发屏幕上的内容。
  • ScreenDisplay Type
  • ScreenDisplay 类型
    • setTitle(title : String, options? : TitleDisplayOptions) – cause a title to show up on the player’s HUD, optionally specifying the subtitle and fade in, stay and fade out times
    • setTitle(title : String, options? : TitleDisplayOptions)——使得一个标题显示在玩家的HUD上,可选择指定副标题以及淡入、停留和淡出的时间。
    • clearTitle() – clear title and subtitle
    • clearTitle()——清除标题和副标题
    • updateSubtitle(subtitle : String) – update the subtitle (but not the title)
    • updateSubtitle(subtitle : String)——更新副标题 (而不是标题)
    • setActionBar(text : String) – set the action bar text
    • setActionBar(text : String)——设置使用按钮文本
  • TitleDisplayOptions object
  • TitleDisplayOptions 对象
    • subtitle? : String – optional subtitle
    • subtitle? : String——可选的副标题
    • fadeInSeconds : Int – number of seconds to fade in new title and subtitle
    • fadeInSeconds : Int——淡入新的标题与副标题的秒数
    • staySeconds : Int – number of seconds to have the title and subtitle stay on screen
    • staySeconds : Int——新的标题与副标题持续的秒数
    • fadeOutSeconds : Int – number of seconds to fade out title and subtitle
    • fadeOutSeconds : Int——淡出新的标题与副标题的秒数

Support of dynamic properties that script can use to persist data per-World or per-Entity.Note that properties must be registered using the propertyRegistry in the new WorldInitialize event
对动态属性进行支持,脚本可以使用它们来保持每个世界或者每个实体的数据

  • DynamicPropertiesDefinition
  • 动态属性定义
    • Added function defineNumber(identifier: string): void- Defines a dynamic number property
    • 添加函数defineNumber(identifier: string): void——定义一个动态数字属性
    • Added function defineString(identifier: string, maxLength: number): void- Defines a dynamic string property
    • 添加函数defineString(identifier: string, maxLength: number): void——定义一个动态字符串属性
    • Added function defineBoolean(identifier: string): void- Defines a dynamic boolean property
    • 添加函数defineBoolean(identifier: string): void——定义一个动态布尔型属性
    • Added event worldInitialize(worldInitializeEvent: WorldInitializeEvent)- Fires during world load and contains the property registry used for declaring dynamic properties
    • 添加事件worldInitialize(worldInitializeEvent: WorldInitializeEvent)——在加载世界时触发,包含用于声明动态属性的属性注册表
  • PropertyRegistr
  • 属性注册表
    • Added function registerEntityTypeDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition, entityType: EntityType)- Registers dynamic property definitions for the given EntityType
    • 添加函数registerEntityTypeDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition, entityType: EntityType)——为给定的 EntityType注册动态属性定义
    • Added function registerWorldDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition)- Registers property definitions for the world
    • 添加函数registerWorldDynamicProperties(propertiesDefinition: DynamicPropertiesDefinition)——为世界注册属性定义
  • World object/Entity object additions:
  • 世界对象/实体对象 补充内容:
    • Added function setDynamicProperty(identifier: string, value: boolean | string | number)- Adds a dynamic property to the world/entity
    • 添加函数setDynamicProperty(identifier: string, value: boolean | string | number)——为世界/实体添加一个动态属性
    • Added function getDynamicProperty(identifier: string): boolean | string | number- Gets a dynamic property from the world/entity if it exists, otherwise returns undefined
    • 添加函数getDynamicProperty(identifier: string): boolean | string | number ——如果存在,则从世界/实体中获取一个动态属性,否则返回undefined
    • Added function removeDynamicProperty(identifier: string): boolean- Removes a dynamic property value from the world/entity
    • 添加函数removeDynamicProperty(identifier: string): boolean ——从世界/实体中删除一个动态属性值
  • New events:
  • 新的事件:
    • Added event events.projectileHit- Fires when a projectile hits a Block or Entity
    • 添加事件events.projectileHit——当投掷物击中方块或实体时触发
    • Added event events.itemStartUseOn- Sent when the player first interacts with a block
    • 添加事件events.itemStartUseOn——当玩家第一次与一个方块互动时发送
    • Added event events.itemStopUseOn- Sent when fire if the block is successfully interacted with and the block has changed – such as when grass is turned to a path with a Shovel
    • 添加事件events.itemStopUseOn——在触发时发送,如果(玩家)与方块成功互动,并且方块发生了变化——例如用铲子将草方块变成了土径
    • Added event events.itemStartCharge– Sent when the player first starts using a charging/animated item
    • 添加事件events.itemStartCharge——当玩家第一次开始使用一个充能/活动的物品时发送
    • Added event events.itemCompleteCharge- Sent when the item has completed its charge action
    • 添加事件events.itemCompleteCharge——当物品完成其充能动作时发送
    • Added event events.itemReleaseCharge- Sent when the user has finished using the item and released the build action
    • 添加事件events.itemReleaseCharge——当使用者使用完毕物品并发送构建动作时发送
    • Added event events.itemStopCharge- Sent either when the player has finished an items use cycle or when the player has released the use action with the item
    • 添加事件events.itemStopCharge- Sent either when the player has finished an items use cycle or when the player has released the use action with the item
    • ItemStartUseOnEvent Added read only property buildBlockLocation- The result build block position. Useful for determining where a block was placed
    • 为ItemStartUseOnEvent添加了只读属性buildBlockLocation——放置方块的位置。对于确定一个方块的放置位置很有用
    • Added member player?: Playerto the LeverActivate event – The player that activated the lever
    • 添加了成员player?: Playerto the LeverActivate event——激活拉杆的玩家

来源:ArmorRush



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