查看: 161|回复: 0

[版本发布] Minecraft 基岩版 Beta & Preview 1.21.90.20 发布

[复制链接]

20

主题

40

回帖

785

聚落通币

管理员

臭运维一个

积分
92
QQ
发表于 2025-5-23 17:01:42 | 显示全部楼层 |阅读模式 IP:河北省保定市 电信
|Minecraft 基岩版是指运行在移动平台(Android、iOS)、Windows 10/11、主机(Xbox One、Switch、PlayStation 4/5)上,使用「基岩引擎」(C++语言)开发的 Minecraft 版本。
|测试版是 Minecraft 基岩版的测试机制,主要用于下一个正式版的特性预览。
|然而,测试版主要用于新特性展示,通常存在大量漏洞。因此对于普通玩家建议仅做测试尝鲜用。使用测试版打开存档前请务必备份。适用于正式版的领域服务器与测试版不兼容。
|如果在测试版中遇到旧版存档无法使用的问题,测试版将允许你将存档上传以供开发团队查找问题。
|Minecraft 基岩版 1.21.90 仍未发布,Beta & Preview 1.21.90.20 为其第 1 个测试版。
|本文内容按照 CC BY-NC-SA 4.0 协议进行转载(原作者:Cat_Anchor 原帖地址:点击跳转

Minecraft Beta & Preview - 1.21.90.20
Minecraft 基岩版 Beta & Preview 1.21.90.20


Information on Minecraft Preview and Beta:
Minecraft 预览版和测试版信息:

  • 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。更多信息请访问 aka.ms/PreviewFAQ
  • The beta is available on Android (Google Play). To join or leave the beta, see aka.ms/JoinMCBeta for detailed instructions
  • Beta 版在 Android (Google Play) 设备上可用。要加入或退出测试版,请参阅 aka.ms/JoinMCBeta 了解详细说明

It's time to unleash another vibrant (see what we did there?) Preview and Beta! Today's release is bringing you new leash mechanics! Now you’ll be able to leash multiple mobs together, and you’ll also be able to leash herds of mobs to boats, chest boats, and even fences. And with the happy ghast in testing already – that means you’ll be able to test leashing a chest boat beneath your happy ghast as you soar through the skies!
是时候释放又一波“生动”(明白我们的双关梗了吗?)的预览版与测试版了!本次更新将带来激动人心的全新拴绳机制!现在您可以将多个生物串联拴起,更可将成群的生物拴到船、运输船甚至栅栏上。随着快乐恶魂测试功能的就绪——这意味着您已能尝试将运输船拴在快乐恶魂下方,在翱翔天际时同步运输物资!

For the full list of goodies, browse the changelog below. And as always, we’re keen to get your feedback on these new features at feedback.minecraft.net, and you can report any bugs at bugs.mojang.com .
要查看完整的好物列表,请浏览下面的更新日志。和往常一样,我们非常希望在 feedback.minecraft.net 获得您对这些新功能的反馈,您可以在 bugs.mojang.com 报告任何漏洞。


EXPERIMENTAL FEATURES
实验性特性


USER INTERFACE
用户界面

  • The Jump and Dash bars no longer take precedence over the Locator Bar while inactive in Creative Mode
  • 在创造模式下,马的跳跃蓄力栏和骆驼的冲刺蓄力栏不再优先于定位栏而显示
  • Interaction Button in Creative Mode moved up for Touch devices such that it no longer covers the Locator Bar
  • 在触摸设备上,上移了创造模式中的交互按钮,使其不再覆盖定位栏
  • Player Dots on the Locator Bar now show correctly while using split-screen
  • 使用分屏时,定位栏上代表玩家的点现在可以正确显示
  • The item name tooltip is no longer cut off while the Locator Bar is enabled in Creative Mode
  • 在创造模式下启用定位栏时,物品名称的工具栏提示不再被切断
  • Player Dots on the Locator Bar now show correctly in third person view while using split-screen
  • 使用分屏时,定位栏上代表玩家的点现在可以正确显示在第三人称视角中


FEATURES AND BUG FIXES
特性和漏洞修复


LEASHING UPDATES
拴绳更新

We are expanding the functionality of leads, to make it possible to leash any leashable entity to another leashable entity and by doing so create chains of leashed entities
我们正在扩展拴绳的功能,使任何一个可被拴住的实体与另一个可被拴住的实体可以被拴在一起,并通过这样做来创建一串拴起的实体


ELYTRA
鞘翅

  • Using a Firework Rocket to boost while flying with an Elytra now causes leashed mobs to unleash
  • 用鞘翅飞行时,使用烟花火箭加速现在会释放拴住的生物


LEASH KNOTS
拴绳结

  • Entities can now be leashed to a pre-existing Leash Knot by interacting with it
  • 可以通过与现有的拴绳结交互将实体拴在上面
  • Players can retrieve entities tied to a Leash Knot by interacting with it
  • 玩家可以通过与拴绳结互动来取回拴在上面的实体
  • Shears can now be used to remove Leash Knots
  • 剪刀现在可以用来去除拴绳结


LEASHING ENTITIES TO OTHER ENTITIES
串联实体

Any leashable entity can now be leashed to any other leashable entity.
任何可被拴住的实体现在可以被拴到任何其他可被拴住的实体:

  • To leash an entity to another entity, the player must:
  • 要将一个实体拴到另一个实体上,玩家必须:
    • Have the entity already leashed to themselves
    • 将实体拴在自己身上
    • Sneak and interact with the target entity while holding the leash
    • 在拿着拴绳的同时,潜行并与目标实体交互
  • Leashed entities can now be "stolen" by leashing them again, transferring ownership to the player
  • 被拴住的实体现在可以通过再次拴住它们而被“偷走”,将所有权转移给玩家
  • If re-leashing an entity would result in immediate leash snapping due to distance, the re-leashing cannot be done
  • 如果重新拴住一个实体会由于距离而导致拴绳立即断裂,则不能重新拴住
  • To prevent erratic behavior when leashed to each other, llamas that are leashed no longer attempt to form caravans
  • 为了防止被拴在一起时的不稳定行为,被拴住的羊驼不再尝试组成商队
  • A leashed entity cannot be leashed to itself
  • 被拴住的实体不能被拴到自身上
  • Baby mobs can only be leashed one way - to another entity; they cannot have other mobs leashed to them
  • 幼年生物只能被单向拴住——拴到另一个实体;不能将其他的生物拴到它们身上
  • Known issue: When two mobs are connected, it results in the lead being rendered with a erroneous y-axis offset and appearing below one of the mobs
  • 已知问题:连接两个生物会导致拴绳以错误的 Y 轴偏移渲染,使其出现在其中一个生物的下方


PHYSICS
物理

All leashable entities now behave more naturally when being pulled.
所有可被拴住的实体在被拴绳拉动时会表现得更自然。

  • When leashed to a Happy Ghast, Horses, Camels, Donkeys, Mules, Boats, Chest Boats, and Sniffers now adjust their position gradually over time, aligning smoothly with their leash holder when suspended mid-air
  • 拴到快乐恶魂上时,马、骆驼、驴、骡、船、运输船和嗅探兽现在会随着时间逐渐调整它们的位置,当它们悬在半空中时,会平稳地与拴住它们的实体对齐
  • In all other cases, entities align to the direction they are being pulled and no longer behave erratically when suspended mid-air
  • 在所有其他情况下,实体与它们被拉动的方向对齐,当悬浮在半空中时不再表现得不稳定
  • Mid-air friction now applies to Boats just like any other entity, meaning they can no longer orbit the player or behave excessively bouncily
  • 船现在和其他实体一样受到半空中的摩擦,这意味着它们不再能环绕玩家或者表现得过于有弹性
  • The distance at which leashes break has been increased to 12 blocks, except for the Happy Ghast, which has a leash break distance of 16 blocks
  • 拴绳断裂的距离增加到了 12 个方块,除了快乐恶魂,它的拴绳断裂距离增加到了 16 个方块
  • When dragged on the leash, leashed objects will now orient themselves towards the leasher
  • 被拴绳拉着时,实体现在会自己朝向拴着它的实体
  • The distance between centers of entities bounding boxes, rather than their feet is used to determine the distance between two leashed entities
  • 两个被拴住的实体之间的拴绳距离现在是实体碰撞箱中心之间的距离,而不是它们脚部之间的


RENDERING
渲染

  • Boats and large leashable mobs that cannot fit in a Boat (Horses, Donkeys, Mules, Camels, and Sniffers) when leashed to a Happy Ghast are rendered with four leashes instead of one
  • 被拴在快乐恶魂上时,船和无法装在船上的可被拴住的大型生物(马、驴、骡、骆驼和嗅探兽)会渲染为用四条拴绳而不是一条拴着
  • In this configuration, the Happy Ghast also features a custom rope layer wrapping around it
  • 在这种情况下,快乐恶魂还会有一个围绕它的拴绳图层


SHEARS
剪刀

  • Shears can now be used on leashed entities to unleash them, removing both incoming and outgoing leash connections
  • 剪刀现在可以用于被拴住的实体来释放它们,或移除双向的拴绳连接
  • Players cannot cut other players' leashes
  • 玩家不能弄断其他玩家的拴绳
  • Dispensers can now use shears to unleash leashed entities
  • 发射器现在可以用剪刀释放被拴住的实体


GRAPHICAL
图像

  • Made Vibrant Visuals the default graphics mode for supported devices.
  • 在支持的设备上,生动视界[暂译]现在是默认图形模式。
  • Added the ability to data-drive some of the Vibrant Visuals / Deferred Graphics related settings per biome. Creators can provide multiple versions of atmospherics, color grading, lighting and/or water configurations as long as each has a unique identifier and file name. The reserved JSON names for each group of settings (e.g., lighting/global.json) will continue to function as before. Creators can utilize the minecraft:atmosphere_identifier, minecraft:color_grading_identifier, minecraft:lighting_identifier, and minecraft:water_identifier in Client Biome JSONs to connect particular rendering settings to a given biome. Note that certain parameters, such as tone mapping operators, caustics and wave simulation on/off cannot be customized per biome at this time. Parameters will be spatially blended as players move between biomes. See updated Creator Documentation for more details.
  • 现在每个生物群系的一些生动视界[暂译]或延迟渲染相关的设置是数据驱动的。创作者可以提供多种版本的大气、颜色分层、照明和/或水的配置,只要每个文件都有一个独特的标识符与文件名。每组设置的保留 JSON 名称(如 lighting/global.json)将继续像以前一样运行。创作者可以在客户端生物群系 JSON 中使用 minecraft:atmosphere_identifier minecraft:color_grading_identifier minecraft:lighting_identifierminecraft:water_identifier,将特定的渲染设置与给定的生物群落相关联。请注意,某些参数,如色调映射的操作符、焦散和波浪模拟的开关,目前无法按生物群系进行自定义。当玩家在生物群系之间移动时,参数将在空间尺度上混合。有关更多详细信息,请参见更新的创作者文档。
  • Increased back-scattering of light underwater in Vibrant Visuals
  • 生动视界[暂译]中,增强了水下光线的反向散射
  • Cloud shadows no longer pop in and out of view when looking around using Vibrant Visuals on Android devices
  • 在 Android 设备上使用生动视界[暂译]环顾四周时,云的阴影不再不时出现又消失在视野中
  • Fixed a bug where directional lighting cut out 8 blocks under the water surface while using Vibrant Visuals
  • 修复了使用生动视界[暂译]时,有方向的光在水面 8 个方块以下被截断的漏洞
  • Painting now renders with correct PBR properties, shadows and illumination when using Vibrant Visuals
  • 现在使用生动视界[暂译]时,画可以正确渲染 PBR 属性、阴影和光照
  • Added MERS texture support for Signs in Vibrant Visuals
  • 加入了生动视界[暂译]中告示牌的 MERS 纹理支持
  • Added new texture assets for a variety of trims, particles, spawn eggs, water and the dark oak boat in Vibrant Visuals
  • 生动视界[暂译]中,为各种纹饰、粒子、刷怪蛋、水和深色橡木船加入了新纹理
  • Updated the appearance of metals for a variety of block textures in Vibrant Visuals
  • 生动视界[暂译]中,更新了各种方块纹理的金属外观
  • Updated the Cave Vines, Chorus Flower, Pumpkin, Fire Fly Bush and a variety of other plant textures in Vibrant Visuals
  • 生动视界[暂译]中,更新了洞穴藤蔓、紫颂花、南瓜、萤火虫灌木丛和其他各种植物的纹理
  • Updated the Bee, Dolphin, Ghast, Pig Saddle and Strider textures in Vibrant Visuals
  • 生动视界[暂译]中,更新了蜜蜂、海豚、恶魂、猪的鞍和炽足兽的纹理


BLOCKS
方块

  • Dried Ghast block's rarity is now common, matching its ingredients
  • 失水恶魂的稀有度现在是常见,以匹配其原料
    译注:稀有度设定原则中,成品的稀有度不应超过合成原料的稀有度。

  • Crimson and Warped Roots cannot be lit on fire or burn anymore (MCPE-80066)
  • 绯红菌索和诡异菌索不再能被点燃或烧毁 (MCPE-80066)
  • Non-waterlogged Dried Ghast blocks now only play ambient sounds when on top of a Soul Sand or a Soul Soil block
  • 没有含水的失水恶魂现在仅在位于灵魂沙或灵魂土上时播放环境声音
  • Fixed issue where jungle leaves did not become transparent when setting all leaf types to be transparent. (MCPE-110630)
  • 修复了将所有树叶类型设为透明时,丛林树叶不透明的漏洞。(MCPE-110630)


COMMANDS
命令

  • Fixed a bug where players could hear sounds played with /playsound even if they were in a different dimension than the one the sound was played in (MCPE-184566)
  • 修复了玩家即使位于与声音不同的维度,也能听到用 /playsound 命令播放的声音的漏洞 (MCPE-184566)


GAMEPLAY
玩法

  • Fixed crash that would sometimes occur when using command blocks
  • 修复了使用命令方块时有时会发生的崩溃


GRAPHICS
图形

  • Item bobbing will no longer stagger when the amount of days is high. (MCPE-190647)
  • 游戏天数很多时,手持的物品不再上下摇摆不定。(MCPE-190647)
  • Entering pause while breaking a block will reset the breaking animation. (MCPE-191029)
  • 在破坏方块时进入暂停界面将重置破坏动画。(MCPE-191029)


ITEMS
物品

  • The Trident is now grouped with other tools/weapons in the Creative inventory (MCPE-181002)
  • 在创造模式物品栏中,三叉戟现在和其他工具或武器放在一起 (MCPE-181002)


MOBS
生物

  • Happy Ghast now turns more smoothly
  • 快乐恶魂现在转动得更平稳了
  • Players mounted on the Happy Ghast no longer appear invisible to other players when the Happy Ghast is immobile
  • 快乐恶魂静止时,骑在其上的玩家不再对其他玩家不可见
  • Players mounted on the Happy Ghast no longer have their hitbox displaced when the Happy Ghast is immobile
  • 快乐恶魂不动时,骑在其上的玩家的碰撞箱不再错位
  • Happy Ghast no longer becomes a platform when a Player is standing next to it
  • 玩家站在旁边时,快乐恶魂不再变成可站立的平台
  • Fixed bug where piloted Happy Ghast could be moved while non-riding players were standing on it
  • 修复了其他玩家站在快乐恶魂上而没有骑乘时,快乐恶魂可以被正在骑乘的玩家操控移动的漏洞
  • Mobs will no longer push the Happy Ghast when it is controlled by a player (MCPE-201851)
  • 快乐恶魂被玩家控制时,怪物将不再推动它 (MCPE-201851)
  • Fixed a bug where Happy Ghast would keep looking at you after no longer being tempted
  • 修复了快乐恶魂不再被吸引后会一直看着玩家的漏洞
  • Ghastlings now grow up to become a Happy Ghast after 20 minutes instead of after 400 minutes (MCPE-212378)
  • 小恶魂现在花费 20 分钟成长为快乐恶魂,而不是 400 分钟 (MCPE-212378)
  • Piglin Brutes will now despawn properly on peaceful difficulty (MCPE-88837)
  • 猪灵蛮兵现在可以在和平难度下正确消失 (MCPE-88837)


USER INTERFACE
用户界面

  • Cursor position now correctly updates when pressing down on L3 or D-pad while hovering a bundle (MCPE-189370)
  • 鼠标悬停在收纳袋上时,按下左摇杆或十字键会正确更新光标位置 (MCPE-189370)
  • Bundle tooltip no longer overlaps with item tooltips when quickly interacting with empty inventory slots on touch devices (MCPE-187171)
  • 在触摸设备上,快速与空物品栏槽位交互时,收纳袋的工具栏提示不再与物品的工具栏提示重叠 (MCPE-187171)
  • Bundle UI now correctly disappears when switching Inventory tabs with controller input
  • 当使用控制器输入切换物品栏标签页时,收纳袋界面现在会正确消失
  • New items and blocks related to the Happy Ghast no longer have a trailing space in their names (MCPE-199213)
  • 与快乐恶魂相关的新物品和方块的名字中不再有尾随的空格 (MCPE-199213)
  • Tapping on the Bundles Tooltip on Touch devices no longer interacts with the UI behind it
  • 在触摸设备上,点击收纳袋工具栏提示时不再会与其后方的 UI 交互
  • The Text Background Opacity accessibility setting now also affects hotbar tooltips, chat message backgrounds, and leaderboard displays. (MCPE-79331)
  • 文本背景不透明度辅助功能设置现在会影响快捷栏工具栏提示、聊天消息背景和排行榜显示。(MCPE-79331)
  • Fixed an issue where only changing the access of PlayStation friends to your world would not be saved when exiting the menu
  • 修复了退出菜单时,仅修改 PlayStation 好友对世界的访问权限不会被保存的漏洞
  • To maintain feature parity with the flatworld presets in the Java Edition, the Snowy Kingdom flatworld preset has been updated to use a snow layer instead of a snow block (MCPE-194367)
  • 为了保持与 Java 版中的超平坦世界预设的功能一致,“雪之王国”平坦世界预设已更新为使用雪层而不是雪块 (MCPE-194367)


VANILLA PARITY
原版趋同

  • Harness goggles will now always be down as long as the harnessed Happy Ghast has at least one mounted Player
  • 只要至少有一个玩家骑乘带挽具的快乐恶魂,挽具的护目镜就会一直被放下


TECHNICAL UPDATES
技术性更新


API
API


@MINECRAFT/SERVER 2.0.0
@MINECRAFT/SERVER 2.0.0

@minecraft/server 2.0.0 is now released, 2.1.0-beta is the new beta version for @minecraft/server .
See https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview for more details on 2.0.0.

@minecraft/server 2.0.0 现已发布,2.1.0-beta@minecraft/server 的新测试版。
参见 https://learn.microsoft.com/en-us/minecraft/creator/documents/scriptingv2.0.0overview 了解更多关于 2.0.0 的详细信息。

  • Added integer overflow detection in ScoreboardObjective.addScore . Original value will be retained when overflow is detected.
  • 加入了 ScoreboardObjective.addScore 的整数溢出检测。检测到溢出时,将保留原始值。
  • NamespaceNameError now has better error information and the name property value will now be set to "NamespaceNameError".
  • NamespaceNameError 现在有了更好的错误信息,而且 name 属性值现在被设为 NamespaceNameError。
  • BlockComponentPlayerDestroyEvent renamed to BlockComponentPlayerBreakEvent
  • BlockComponentPlayerDestroyEvent 重命名为 BlockComponentPlayerBreakEvent
  • PlayerPlaceBlockBeforeEvent
    - permutationBeingPlaced renamed to permutationToPlace
  • PlayerPlaceBlockBeforeEvent
    - 将 permutationBeingPlaced 重命名为 permutationToPlace
  • BlockCustomComponent
    - onPlayerDestroy renamed to onPlayerBreak
  • BlockCustomComponent
    - 将 onPlayerDestroy 重命名为 onPlayerBreak
  • Added lookAt method on Entity
  • Entity 加入了 lookAt 方法
  • Added customComponentParameters: CustomComponentParameters to ItemCustomComponentInstance
  • ItemCustomComponentInstance 加入了 customComponentParameters: CustomComponentParameters
  • Added customComponentParameters: CustomComponentParameters to BlockCustomComponentInstance
  • BlockCustomComponentInstance 加入了 customComponentParameters: CustomComponentParameters
  • Custom components V2 now support assigning string, array, object, bool, or number
  • 自定义组件 V2 现在支持分配字符串、数组、对象、布尔值或数字
  • GameMode enum member names changed
    - survival renamed to Survival
    - creative renamed to Creative
    - adventure renamed to Adventure
    - spectator renamed to Spectator
  • 修改了 GameMode 枚举成员的名称
    - 将 survival 重命名为 Survival
    - 将 creative 重命名为 Creative
    - 将 adventure 重命名为 Adventure
    - 将 spectator 重命名为 Spectator


@MINECRAFT/SERVER-UI 2.0.0
@MINECRAFT/SERVER-UI 2.0.0

@minecraft/server-ui 2.0.0 is now released, 2.1.0-beta is the new beta version for @minecraft/server-ui .
@minecraft/server-ui 2.0.0 现已发布,2.1.0-beta@minecraft/server-ui 的新测试版。


BLOCKS
方块

  • Add a parameter to the culling rules schema to disable culling against full and opaque blocks
  • 向剔除规则模式文档加入了一个参数,以禁用对完整且不透明方块的剔除
    • "condition" field is now optional.
    • condition 字段现在可选。
    • removed "default" as a value for "condition" field in the culling rules schema.
    • 在剔除规则模式文档中,移除了 condition 字段的 default 值。
    • added new optional "cull_against_full_and_opaque" boolean field in the culling rules schema.
    • 在剔除规则模式文档中加入了新的可选布尔字段 cull_against_full_and_opaque。
      • if not specified, it will be set to true
      • 如果未指定,将设为 true
      • if set to "false" culling against full and opaque blocks will not be considered
      • 如果设置为 false,将不考虑剔除完整且不透明方块

  • When custom components v2 experiment is enabled, custom components can be assigned string, array, object, bool, or number
  • 启用自定义组件 V2 实验性玩法后,自定义组件现在支持分配字符串、数组、对象、布尔值或数字

  • "components": {
  •     "example_namespace:example_component": "foo",
  •     "example_namespace:example_component2": 4,
  •     "example_namespace:example_component3": [
  •         "hello",
  •         "world"
  •     ],
  •     "example_namespace:example_component4": true,
  •     "example_namespace:example_component5": {
  •         "stuff": 4
  •     }
  • }

[color=rgb(51, 102, 153) !important]复制代码

  • Custom components v2 experiment no longer required to use custom components v2
  • 使用自定义组件 V2 不再需要自定义组件 V2 实验性玩法
  • Custom components v2 is available in JSON versions 1.21.90 and higher
  • 自定义组件 V2 可在 JSON 版本 1.21.90 和更高版本中使用
  • "minecraft:custom_components" deprecated in 1.21.90
  • 在 1.21.90 中弃用了 minecraft:custom_components 组件
  • The "minecraft:material_instances" component will no longer produce a content error if the "*" material is missing
  • 在 * 材料和纹理丢失时,minecraft:material_instances 组件不再产生内容错误


COMMANDS
命令

  • Added integer overflow detection in /scoreboard players operation for +=, -=, *=, /= and %=. Original value will be retained when overflow is detected.
  • /scoreboard players operation 中,为 += -= *= /= 和 %= 加入了整数溢出检测。检测到溢出时,将保留原始值。


COMPONENTS
组件

  • Fixed incorrect warnings for using valid older block ids with "minecraft:block_placer" component
  • 修复了在 minecraft:block_placer 物品组件中使用有效的旧方块 ID 的错误警告
  • Added the "minecraft:remove_in_peaceful" component:
  • 加入了 minecraft:remove_in_peaceful 组件:
    • Determines whether an entity should despawn on "Peaceful" difficulty
    • 决定一个实体是否应该在和平难度下消失
  • Content warnings will log missing texture references for "minecraft:material_instances" block component
  • 内容日志警告将记录 minecraft:material_instances 方块组件对于缺失纹理的引用
  • Added the "minecraft:leashable_to" component:
  • 加入了 minecraft:leashable_to 组件:
    • Allows players to leash entities to the owner entity, retrieve those already leashed, or free them using shears
    • 允许玩家将实体拴到其他实体,取回已经拴住的实体,或者用剪刀释放它们
    • Players can leash entities to the owner entity by sneaking and interacting while having entities leashed to themselves
    • 将实体拴在自己身上时,玩家可以通过潜行并互动将其拴到其他实体上
    • The "can_retrieve_from" field determines whether players can retrieve entities leashed to the owner entity
    • can_retrieve_from 字段确定玩家是否可以收回拴到其他实体的实体
  • Added new fields to the "minecraft:leashable" component:
  • 在 minecraft:leashable 组件中加入了新的字段:
    • "can_be_cut": Determines whether players can cut both incoming and outgoing leashes by using shears on the entity
    • can_be_cut:决定玩家是否可以在实体上使用剪刀切断双向的拴绳连接
    • "spring_type": A "presets" subfield that defines the type of spring-like force pulling the entity toward its leash holder
    • spring_type:一个 presets 的子字段,定义了将实体拉向拴绳持有者的弹力类型
      • Available values:
      • 可用值:
        • "bouncy": Simulates a highly elastic spring that never reaches equilibrium if the leashed entity is suspended mid-air
        • bouncy:模拟一个高弹性弹簧,如果系有拴绳的实体悬在半空中,该弹簧将永远不会达到平衡
        • "dampened": Simulates a dampened spring attached to the front of the leashed entity’s collision that reaches equilibrium if the entity is suspended mid-air and aligns with its movement direction.
        • dampened:模拟附加到被拴实体碰撞前端的阻尼弹簧,如果实体悬浮在半空中并与其运动方向对齐,该弹簧将达到平衡。
        • "quad_dampened": Simulates four dampened springs connected to the center of each side of the entity's collision that reaches equilibrium if the entity is suspended mid-air and gradually aligns with the leash holder over time
        • quad_dampened:模拟四个阻尼弹簧,连接到实体碰撞箱的每一侧的中心,如果实体悬浮在半空中并随着时间的推移逐渐与拴绳持有者对齐,则达到平衡

    • "rotation_adjustment": A "presets" subfield that adjusts the rotation at which the entity reaches equilibrium
    • "rotation_adjustment": 一个 presets 的子字段,调整实体达到平衡时的旋转



EDITOR
编辑器

  • Adding a toggle to the Smart Fill tool to allow the user to select if operations should be limited to the selected blocks only
  • 向智能填充工具添加了开关,以允许用户选择操作是否应仅限于选定的方块
  • Added 'Show Locator Bar' to export/Upload To Realms options
  • 在“导出”或“上传到服务器”选项中加入了“显示定位栏”
  • Added exported world file path to the log panel after successful world export
  • 成功导出世界后,会将导出的世界文件路径添加到日志面板
  • Updated movement controls for Tool mode
  • 更新了工具模式的移动控制
    • Changed default up/down keys to E and Q, Shift and Space are no longer defaults
    • 将默认的向上或向下键改为 E 和 Q,Shift 和空格不再是默认键
    • Changed cursor settings mouse mode toggle shortcut from C to T key
    • 将光标设置鼠标模式切换快捷键从 C 键更改到了 T 键
    • Mouse Scroll now zooms toward the cursor. Updated fixed cursor mode offset to use Shift + Scroll
    • 使用鼠标滚轮现在会向光标方向缩放。更新了固定光标模式偏移,现在需要使用 Shift + 滚轮
    • Added middle-click drag to pan in the XZ plane
    • 加入了中键拖动,可以在 XZ 平面平移
    • Added Z and C keys to orbit around the existing block cursor
    • 加入了 Z 和 C 键,可以环绕现有方块光标
    • Added SHIFT+Z and SHIFT+C keys to orbit around the existing selection
    • 加入了 SHIFT+Z 和 SHIFT+C 键,可以环绕现有选区
  • Updated Action Bar items to open automatically once added to Action Bar list
  • 更新了动作栏项目,一旦添加到动作栏列表中,它就会自动打开
  • Updated the default UI scale changed to 75% for resolutions that support it. Resolutions that do not support it use a default of 100%.
  • 更新了默认的 UI 比例,对于支持它的分辨率,更改为 75%;不支持它的分辨率,使用默认值 100%。
  • Updated Download from Realms to provide the user with the directory the world was downloaded to.
  • 更新了“从 Realms 下载”,为用户提供世界下载到的目录。
  • Updated Workbench tool to enable block modification outside of selection.
  • 更新了工作台工具,允许在选区之外修改方块。
  • Updated Freehand Selection carve mode so that if there's already a freehand selection, user can just hold CTRL to remove blocks without resetting it. Previously, this required SHIFT & CTRL to be held together
  • 更新了徒手选择的雕刻模式,如果已经有一个徒手选择的选区,用户可以按住 CTRL 键删除方块,而不用重置它。以前,这需要同时按住 SHIFT 和 CTRL 键
  • Fixed a bug to ensure the Terrain Tool's indicator appears after mouse click
  • 修复了鼠标点击后,地形工具的光标有时不出现的漏洞
  • Fixed a bug where a player could incorrectly load another player's hotbar setting in a multiplayer session after re-entering a game
  • 修复了一个玩家在重新进入游戏后会错误地加载另一个玩家的快捷栏设置的漏洞
  • Fixed a bug that was causing property pane item additions to not update properly on the UI
  • 修正了一个导致属性面板项目增量修改不能在 UI 上正确更新的漏洞
    • Whenever a property item or sub-pane is added, the parent pane is automatically notified and refreshed.
    • 每当添加属性项目或子窗格时,都会自动通知并刷新父窗格。
    • Introduced optional beginConstruct and endConstruct functions in the IPropertyPane API to delay notifications until the entire pane is constructed. This improves performance by reducing unnecessary notifications.
    • 在 IPropertyPane API 中,引入了可选的 beginConstructendConstruct 功能,将通知延迟到整个窗格构建完成之后。这通过减少不必要的通知来提高性能。
  • Fixed a bug where modals with large text couldn't scroll
  • 修复了带有大文本的模态框不能滚动的漏洞
  • Fixed a bug causing the grapple camera transition to stutter
  • 修复了一个导致抓钩相机过渡不连贯的漏洞


ENTITY COMPONENTS
实体组件

  • Added "minecraft:body_rotation_always_follows_head" entity component
  • 加入了 minecraft:body_rotation_always_follows_head 实体组件
    • Ensures the entity's body is always aligned with the head
    • 确保实体的身体始终与头部对齐
    • Does not override the "minecraft:body_rotation_blocked" component
    • 不覆盖 minecraft:body_rotation_blocked 组件



EXPERIMENTS
实验性玩法

  • Custom Components v2 experiment removed. Custom Components v2 is enabled when using @minecraft/server version 2.0.0 and above.
  • 移除了自定义组件 V2 实验性玩法。使用 @minecraft/server version 2.0.0 及以上版本即可使用自定义组件。


ITEMS
物品

  • When using Custom Components v2, custom components can be assigned string, array, object, bool, or number
  • 使用自定义组件 V2 时,自定义组件支持分配字符串、数组、对象、布尔值或数字

  • "components": {
  •     "example_namespace:example_component": "foo",
  •     "example_namespace:example_component2": 4,
  •     "example_namespace:example_component3": [
  •         "hello",
  •         "world"
  •     ],
  •     "example_namespace:example_component4": true,
  •     "example_namespace:example_component5": {
  •         "stuff": 4
  •     }
  • }

[color=rgb(51, 102, 153) !important]复制代码

  • Custom components v2 experiment no longer required to use custom components v2
  • 使用自定义组件 V2 不再需要自定义组件 V2 实验性玩法
  • Custom components v2 is available in JSON versions 1.21.90 and higher
  • 自定义组件 V2 可在 JSON 版本 1.21.90 和更高版本中使用
  • "minecraft:custom_components" deprecated in 1.21.90
  • 在 1.21.90 中弃用了 minecraft:custom_components 组件


MOLANG
MOLANG

  • Fixed query.health in resource packs to return 0 for the Wither once it has died
  • 修改了资源包中的 query.health,使其在凋灵死亡后返回 0


NETWORK PROTOCOL
网络协议

  • Added ActorFlags::BODY_ROTATION_ALWAYS_FOLLOWS_HEAD
  • 加入了 ActorFlags::BODY_ROTATION_ALWAYS_FOLLOWS_HEAD


EXPERIMENTAL TECHNICAL UPDATES
实验性技术性更新


API
API


@MINECRAFT/SERVER 2.1.0-BETA
@MINECRAFT/SERVER 2.1.0-BETA

  • Custom Command registration will create an alias from the command name without the namespace.
    - If the name has already been claimed, then the alias will not be created and a content log warning will appear.
  • 注册自定义命令时,将以不带命名空间的名称为命令创建一个别名。
    - 如果名称已被占用,则不会创建别名,并且会出现内容日志警告。
  • Removed unused classes: EntityIterator, EntityTypeIterator, FilterGroup, and PlayerIterator
  • 移除了未使用的类:EntityIterator EntityTypeIterator FilterGroupPlayerIterator
  • Added class PlayerHotbarSelectedSlotChangeAfterEvent . This will be triggered every time the hotbar slot changes.
  • 加入了 PlayerHotbarSelectedSlotChangeAfterEvent 类,在每次快捷栏槽位改变时触发。
  • Added enum PlayerInventoryType .
  • 加入了 PlayerInventoryType 枚举。
  • Added class PlayerInventoryItemChangeAfterEvent . This will be triggered every time an item changes in the player's inventory. This includes the 27 inventory slots and 9 for hotbar.
  • 加入了 PlayerInventoryItemChangeAfterEvent 类,每次玩家物品栏中的物品发生变化时都会触发,包括 27 个物品栏槽位和 9 个快捷栏槽位。
  • Updated class Container
    - reverseFind has been renamed to findLast .
    - contains now returns undefined if it fails to find the item.
    - firstEmptySlot now returns undefined if it fails to find an empty slot.
    - firstItem now returns undefined if it fails to find the item.
    - find now returns undefined if it fails to find the item.
    - reverseFind now returns undefined if it fails to find the item.
  • 更新了 Container
    - 将 reverseFind 重命名为 findLast
    - 现在,如果 contains 找不到物品,会返回 undefined。
    - 现在,如果 firstEmptySlot 找不到空槽位,会返回 undefined。
    - 现在,如果 firstItem 找不到物品,会返回 undefined。
    - 现在,如果 find 找不到物品,会返回 undefined。
    - 现在,如果 reverseFind 找不到物品,会返回 undefined。
  • Added stopSound and stopAllSounds to Dimension and Player
  • DimensionPlayer 加入了 stopSoundstopAllSounds


@MINECRAFT/DEBUG-UTILITIES 1.0.0-BETA
@MINECRAFT/DEBUG-UTILITIES 1.0.0-BETA

  • Added new Debug Drawing feature
    - Added new classes: DebugArrow, DebugBox, DebugCircle, DebugDrawer, DebugLine, DebugShape, DebugSphere, DebugText .
    - Added new global object for accessing and using this new feature: debugDrawer: DebugDrawer .
  • 加入了新的调试绘制功能
    - 加入了新的类:DebugArrow DebugBox DebugCircle DebugDrawer DebugLine DebugShape DebugSphere DebugText
    - 加入了新的全局对象来访问和使用这一新功能:debugDrawer: DebugDrawer






【Cat_Anchor 译自feedback.minecraft.net 2025 年 4 月 22 日发布的 Minecraft Beta & Preview - 1.21.90.20
【本文排版借助了:SPXXKLP 用户脚本 v3.2.5】

本帖子中包含更多资源

您需要 登录 才可以下载或查看,没有账号?立即注册

×
像素聚落开发者、站长、运维人员
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

QQ|Archiver|手机版|小黑屋|营业执照 | PixeForum像素聚落 ( 京ICP备2024044839号-8 ) 京公网安备 11022802250801号

GMT+8, 2025-10-4 21:55

快速回复 返回顶部 返回列表