开启辅助访问     
收藏本站

站内搜索

搜索

Minecraft(我的世界)苦力怕论坛

[版本发布] Minecraft Java版 26.3 Snapshot 2 发布

 发表于 昨天 19:40|显示全部楼层|阅读模式 IP:首尔
本帖最后由 mxy333 于 2026-7-1 19:43 编辑

|Minecraft Java 版是指 Windows、Mac OS 与 Linux 平台上,使用 Java 语言开发的 Minecraft 版本。
|每周快照是 Minecraft Java 版的测试机制,主要用于下一个正式版的特性预览。
|然而,每周快照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。在快照中打开存档前请务必进行备份适用于正式版的 Mod 不兼容快照,且大多数 Mod 都不对每周快照提供支持
|Minecraft Java 版 26.3 仍未发布,26.3-snapshot2 为其第 2 个快照。
|本文内容按照 CC BY-NC-SA 4.0 协议进行授权,转载本帖时须注明原作者以及本帖地址



NEWS


Minecraft 26.3 Snapshot 2

Minecraft 26.3 Snapshot 2

A Minecraft Java Snapshot

Minecraft Java版 快照


We're back with the second snapshot for 26.3! This week brings a new rendering option designed to improve transparency handling in Minecraft Java. We've also optimized certain mob behaviors when players aren't nearby, made a few gameplay adjustments, including technical changes and fixes.
26.3 的第二个快照更新来啦!本周新增一项渲染设置,旨在优化 Minecraft Java版的透明物体的渲染效果。同时优化了玩家远离时部分生物的行为逻辑,并对游戏玩法、底层技术机制进行调整与漏洞修复。

Happy mining!
挖矿快乐!


KNOWN ISSUES
已知问题

  • When using Vulkan on Mac the world will not render, instead showing a pink screen
  • 在 Mac 上使用 Vulkan 时,世界将不会渲染,而是显示粉色的屏幕
  • The lighting on entities is not correct, rendering e.g. the top side too dark
  • 实体上的光照不正确,例如实体顶部渲染得过暗


CHANGES
更改

  • Persistent mobs' random walk/swim behaviors will now deactivate when players are not nearby, in the same way as non-persistent mobs
  • 现在,当玩家不在其附近时,持久化生物的随机游荡/游泳行为将与非持久化生物一样不会被激活
  • Replaced current "Improved Transparency" approach with a new order-independent transparency algorithm which is expected to be much better at solving translucency issues
  • 用新的顺序无关透明算法替换了当前的“改进透明显示”的方法,预计该算法能更好地解决半透明渲染问题
  • When using a Shield together with a Hoe or a Shovel, raising the Shield will take precedence over tilling and pathmaking
  • 当同时使用盾牌与锄或锹时,举起盾牌将优先于锄地和铲地操作


MINOR TWEAKS TO BLOCKS, ITEMS AND ENTITIES
方块、物品与实体的小幅调整

  • Drowned with Tridents will now use a melee attack if the player is within 3 blocks of them
  • 携带三叉戟的溺尸现在会在玩家距离其3格内时使用近战攻击


ORDER-INDEPENDENT TRANSPARENCY (OIT)
顺序无关透明(OIT)

  • Generally, translucent surfaces need to be rendered back-to-front to avoid visual issues
  • 通常,半透明表面需要从后向前渲染,以避免视觉问题
    • In order to do so, the translucent geometry has to be sorted before rendering
    • 为了实现这一点,半透明几何体必须在渲染前进行排序
    • This is very expensive and even with perfect sorting of individual triangles, intersecting triangles are not possible to render correctly
    • 这需要很大的代价,即使对单个三角形进行完美排序,相交的三角形也无法正确渲染
  • Before this snapshot, the "Improved Transparency" video setting attempted to mitigate translucency-related visual issues
  • 在此快照之前,“改进透明显示”视频选项试图减轻与透明度相关的视觉问题
    • It did this by rendering different types of translucent objects (entities, particles, water, etc.) to different textures that were later combined to create the final image
    • 它通过将不同类型的半透明对象(实体、粒子、水等)渲染到不同的纹理上,随后将这些纹理组合起来生成最终图像来实现这一点
    • This allowed us to fix some of the issues with some performance impact
    • 这使我们能够修复一些性能影响的问题
    • However, it introduced some other less noticeable issues
    • 然而,它引入了一些其他不太明显的问题
  • The "Improved Transparency" video setting will now instead enable a new order-independent transparency algorithm (which we will refer to as OIT)
  • “改进透明显示”视频选项现在将改为启用一种新的顺序无关透明算法(我们将其称为OIT)
    • This makes it possible to render translucent objects in any order without sorting
    • 这使得无需排序即可按任意顺序渲染半透明对象
    • It fixes all existing major translucency-related visual issues (such as certain objects disappearing when viewed through translucent objects)
    • 它修复了所有现有的与半透明相关的主要视觉问题(例如,当透过半透明物体观察时,某些物体会消失)
    • However, the algorithm is an approximation, and so it introduces some new minor visual artifacts (such as the color of clouds being somewhat incorrect when viewed through multiple layers of translucent surfaces)
    • 然而,该算法是一种近似算法,因此会引入一些新的微小视觉伪影(例如,透过多层半透明表面观察云朵时,其颜色会略微失真)
  • We expect OIT to have a higher performance impact than the previous implementation of "Improved Transparency"
  • 我们预计OIT的性能影响会比之前实现的“Improved Transparency”更高
  • When "Improved Transparency" is turned off, the behavior hasn't meaningfully changed and the game will still prioritize performance over correctness while sorting geometry as necessary
  • 当“改进透明显示”选项禁用时,行为没有实质性变化,游戏在必要时对几何体进行排序时仍会优先考虑性能而非正确性

Developer's Note: Special thanks to Rubén Osorio López, Jozufozu, and the Minecraft modding community in general for sharing the information that helped us to deliver this.
开发者注: 特别感谢 Rubén Osorio López、Jozufozu 以及整个 Minecraft 模组社区分享信息,帮助我们实现了这一功能。


TECHNICAL CHANGES
技术性更改

  • The Data Pack version is now 109.0
  • 将数据包版本号更改为 109.0
  • The Resource Pack version is now 90.0
  • 将资源包版本号更改为 90.0
  • The definition field from the blocks.json data generation report has been removed
  • 移除了blocks.json数据生成报告中的definition字段


SERVER PROPERTIES
服务器属性

  • The white-list property is now true by default
  • white-list属性现在默认为true


DATA PACK VERSIONS 109.0
数据包版本 109.0


DATA COMPONENTS
数据组件


ADDED MINECRAFT:BLOCK_TRANSFORMER
加入了MINECRAFT:BLOCK_TRANSFORMER

  • This component allows items to transform a block into another block on player interaction
  • 此组件允许物品在玩家交互时将方块转换为另一个方块
  • Format: list of objects with fields:
  • 格式:包含字段的对象列表:
    • block_state_provider - Block State Provider, used to provide the state for the transformed block
    • block_state_provider - 方块状态提供器,用于提供转换后的方块状态
      • If the Block State Provider returns no result (as by rule_based_state_provider, for example), the next rule in the list will be attempted
      • 如果方块状态提供器未返回任何结果(例如通过rule_based_state_provider),则会尝试列表中的下一项规则
      • The set of Block State Providers are the same as the Block State Providers used in World Generation
      • 方块状态提供器集与世界生成中使用的方块状态提供器相同
    • sound - optional field, Sound Event to play on interaction, e.g. minecraft:item.axe.strip
    • sound - 可选字段,交互时播放的声音事件,例如 minecraft:item.axe.strip
      • If not present, defaults to play no Sound Event
      • 如果未指定,则默认不播放任何声音事件
    • particle - optional field, particles to play on interaction
    • particle - 可选字段,交互时显示的粒子
      • If not present, defaults to none
      • 如果未指定,则默认为none
        • none
        • none
        • scrape
        • scrape
        • wax_on
        • wax_on
        • wax_off
        • wax_off

    • disallowed_faces - optional field, list of Directions specifying which faces on the clicked Block that cannot be interacted with
    • disallowed_faces - 可选字段,指定方块上无法交互的面的方向列表
      • If a disallowed face is interacted with, the next rule in the list will be attempted
      • 如果与不可交互面进行交互,则会尝试列表中的下一项规则
      • If not present, defaults to an empty list
      • 如果未指定,则默认为空列表
      • Values:
      • 值:
        • up
        • up
        • down
        • down
        • north
        • north
        • south
        • south
        • east
        • east
        • west
        • west

    • loot - optional Loot Table, the Loot Table to use for dropping items on a successful transformation, e.g. minecraft:till/rooted_dirt
    • loot - 可选战利品表,用于在成功转换时掉落物品的战利品表,例如 minecraft:till/rooted_dirt
      • If not present, defaults to using no Loot Table
      • 如果未指定,则默认为空战利品表
    • drop_strategy - optional field, configures from where in the Block any loot should drop
    • drop_strategy - 可选字段,配置战利品应从方块的哪个位置掉落
      • If not present, defaults to from_middle
      • 如果未指定,则默认为from_middle
      • Values:
      • 值:
        • from_middle - from the middle of the Block
        • from_middle - 从方块中间掉落
        • clicked_face - from the face interacted with
        • clicked_face - 从交互的面掉落

    • transform_type - optional field, configures how nearby blocks should be affected by the transformation
    • transform_type - 可选字段,配置附近方块应如何受到转换的影响
      • If not present, defaults to single_block
      • 如果未指定,默认为single_block
      • Values:
      • 值:
        • single_block - only affects the Block interacted with
        • single_block - 仅影响与之交互的方块
        • copper_chest - if input and output blocks are both copper chests of any weathering state, waxed or unwaxed, this transformation will affect both sides of a double chest
        • copper_chest - 如果输入和输出方块都是任意锈蚀,涂蜡或未涂蜡的铜制箱子,此转换将影响大型铜箱子的两个部分

    • consume_on_use - optional Boolean, determines if the item should be consumed or not
    • consume_on_use - 可选布尔值,决定物品是否应被消耗
      • Only applies to stackable items
      • 仅适用于可堆叠物品
      • If not present, defaults to true
      • 如果未指定,则默认为true
    • item_damage_per_use - optional Integer, determines how much damage the item takes with each use
    • item_damage_per_use - 可选整数,决定每次使用该物品时造成的耐久度消耗
      • Only applies to non-stackable items
      • 仅适用于不可堆叠的物品
      • If not present, defaults to 1
      • 如果未指定,则默认为1




LOOT TABLES
战利品表

  • Added till/rooted_dirt loot table for drops when Rooted Dirt is tilled with a hoe
  • 为使用锄刨去缠根泥土时加入了till/rooted_dirt掉落物战利品表


WORLD GENERATION
世界生成

  • Cave Air is no longer generated in Nether caves
  • 洞穴空气不再在下界洞穴中生成


FEATURES
地物


ADDED MINECRAFT:COPY_PROPERTIES_PROVIDER BLOCK STATE PROVIDER
加入了MINECRAFT:COPY_PROPERTIES_PROVIDER方块状态提供器

Copies common Block State properties from the Block at the evaluated position to the resulting state Format: object with fields:
从计算位置处的方块复制通用方块状态属性至生成的方块状态
格式:包含字段的对象:

  • block_state_provider: Block State Provider, provides the Block State which the copied properties are copied on top of
  • block_state_provider: 方块状态提供器,提供在其上复制已复制属性的方块状态
    • Only properties common between both the source and the target blocks will be copied
    • 只有源方块和目标方块之间共有的属性才会被复制



CHANGED MINECRAFT:STEPPED_COLUMN_CLUSTER FEATURE TYPE
更改了MINECRAFT:STEPPED_COLUMN_CLUSTER地物类型

Renamed from minecraft:basalt_columns . Now exposes more control over the feature functionality.
minecraft:basalt_columns 重命名而来。并暴露了对于地物功能的更多控制。
Format changes:
格式更改:

  • Added field block: Block state provider for which block to place
  • 加入了字段 block:方块状态提供器,用于指定放置方块
  • Added field can_replace: Block predicate for which blocks can be replaced by the column
  • 加入了字段 can_replace:方块谓词,用于指定哪些方块可被该柱替换
  • Added field continue_through: Block predicate for which pre-existing blocks to accept as part of a column
  • 加入了字段continue_through:方块谓词,用于确定哪些已存在的方块可作为柱体一部分被保留
  • Added field cannot_place_on: Block ID, list of block IDs or hash-prefixed block tag ID representing which blocks are avoided when starting placement
  • 加入了字段cannot_place_on:方块 ID、方块 ID列表或以 # 为前缀的方块标签ID,表示开始放置时避免放置的方块
  • Renamed field reach to column_reach
  • 将字段reach重命名为column_reach
  • Added field column_count: int provider (between 1 and 150) - the number of columns to generate
  • 加入了字段column_count: 整数提供器(介于1到150之间)- 要生成的柱的数量
  • Added field cluster_reach: int provider (between 0 and 13) - the size of the square to attempt to generate columns in
  • 加入了字段cluster_reach: 整数提供器(介于0和13之间)- 尝试生成柱的正方形区域大小
    • The effective reach is also limited by height
    • 有效生成范围也受height限制



CHANGED MINECRAFT:SINGLE_BLOCK_PILLAR FEATURE TYPE
更改了MINECRAFT:SINGLE_BLOCK_PILLAR地物类型

Renamed from minecraft:basalt_pillar . Now exposes more control over the feature functionality.
minecraft:basalt_pillar重命名而来。并暴露了对于地物功能的更多控制。

Format changes:
格式更改:

  • Added field block: Block state provider for which block to place
  • 加入了字段 block:方块状态提供器,用于指定放置方块
  • Added field can_replace: Block predicate for which blocks to replace
  • 加入了字段can_replace:方块谓词,用于指定哪些方块可被替换
  • Added field direction: Vertical direction of the pillar - one of up and down
  • 加入了字段 direction:柱的垂直方向 - 取值为 updown
  • Added field chance_to_continue: Optional probability between 0 and 1 (default: 1) that the pillar continues another block (assuming can_replace matches)
  • 加入了字段chance_to_continue:一个介于01之间的可选概率(默认值:1),表示柱继续延伸另一方块的概率(假设can_replace匹配)
  • Added field cap_feature: Optional Placed Feature placed at the end of the pillar
  • 加入了字段cap_feature:在柱末端放置的可选的已放置地物


CHANGED MINECRAFT:RANDOM_NEIGHBOR_SPREAD FEATURE TYPE
更改了MINECRAFT:RANDOM_NEIGHBOR_SPREAD地物类型

Renamed from minecraft:glowstone_blob . Now exposes more control over the feature. Places blocks randomly in an area starting at the origin, each block placing so it has exactly one accepted neighbor.
minecraft:glowstone_blob 重命名而来。并暴露了对于地物功能的更多控制。从原点开始在一个区域内随机放置方块,每个方块放置时恰好有一个已接受的相邻方块。

Format changes:
格式更改:

  • Added field block: Block state provider for which block to place
  • 加入了字段 block:方块状态提供器,用于指定放置方块
  • Added field accepted_neighbors: Block ID, list of Block IDs or hash-prefixed Block Tag for which blocks count as a valid neighbor
  • 加入了字段accepted_neighbors:方块标签,用于指定哪些方块ID、方块ID列表或带哈希前缀的方块被视为有效的相邻方块
  • Added field can_replace: Block predicate for which blocks to replace
  • 加入了字段can_replace:方块谓词,用于指定哪些方块可被替换
  • Added field attempts: Int provider between 1 and 3000 for how many placements attempts to make
  • 加入了字段attempts:整数提供器(介于1到3000之间),用于指定尝试放置的次数
  • Added field xz_offset: Int provider between -16 and 16 for what offsets to try along the x and z axes
  • 加入了字段xz_offset:整数提供器(介于-16到16之间),用于指定沿x轴和z轴尝试的偏移量
  • Added field y_offset: Int provider between -16 and 16 for what offsets to try along the y axis
  • 加入了字段y_offset:整数提供器(介于-16到16之间),用于指定沿y轴尝试的偏移量


ADDED MINECRAFT:OVERLAY FEATURE TYPE
加入了MINECRAFT:OVERLAY地物类型

Places a set of features in the same location. Note that as opposed to the minecraft:sequence Feature Type, all features are placed regardless of individual placement success.
在同一位置放置一组地物。请注意,与minecraft:sequence地物类型不同,所有地物无论单个放置是否成功都会被放置。

Format:
格式:

  • features: Placed Feature ID, non-empty list of Placed Feature IDs or hash-prefixed Placed Feature Tag for the features to place
  • features: 已放置的地物ID、非空已放置地物ID列表或带哈希前缀的已放置地物标签,用于指定要放置的地物


ADDED MINECRAFT:PROJECTED_RANDOM_PATCHY_SQUARE FEATURE TYPE
加入了MINECRAFT:PROJECTED_RANDOM_PATCHY_SQUARE地物类型

Generates a square where each block is randomly placed or not placed with its probability based on the distance from the center of the square, with the center more likely to generate than the edges. Each placed block can be projected downwards if the appropriate conditions are met.
生成一个正方形区域,其中每个方块根据其与正方形中心的距离随机放置或不放置,中心比边缘更有可能生成。如果满足适当条件,每个放置的方块可以向下投影。

Format:
格式:

  • block: Block state provider for which block to place
  • block: 方块状态提供器,用于指定放置方块
  • project_through: Block Predicate for which blocks are considered "empty" and should be projected through
  • project_through: 方块谓词,用于判断哪些方块被视为“空”并应被投影通过
  • size: Int provider between 1 and 16 that determines the size of the square as measured from the center to the edge
  • size: 整数提供器(介于1到16之间),用于确定从中心到边缘测量的正方形大小
  • max_projection_height: Non-negative integer representing the maximum change in y level from the original height to the placement height for a block in the square
  • max_projection_height: 非负整数,表示方块在正方形中从原始高度到放置高度的y轴最大变化量


PLACEMENT MODIFIERS
放置修饰器


CHANGED MINECRAFT:OFFSET PLACEMENT MODIFIER
更改了MINECRAFT:OFFSET放置修饰器

Renamed from random_offset .
random_offset重命名为random_offset

Format:
格式:

  • Removed fields xz_spread and y_spread
  • 移除了字段 xz_spready_spread
  • Added fields x, y, z: Integer providers between -16 and 16 specifiying the axis-specific offset
  • 加入了字段xyz:整数提供器(介于-16到16之间),用于指定轴向偏移


NOISE SETTINGS
噪声设置


SPAWN TARGET
生成目标

The spawn_target field has been updated to allow use of any Density Function, instead of just a subset of those defined within the noise_router field.
spawn_target字段已更新,允许使用任意密度函数,而不仅限于noise_router字段中定义的子集。

The suitability of a candidate spawn position is determined by evaluating, in some arbitrary n-dimensional space, the squared Euclidean distance to a set of target hypercubes.
候选生成点的适宜度判定逻辑:在任意n维空间中,计算该点到一组目标超立方体的欧氏距离平方,并以此作为判定依据。

For example, one axis might be temperature and the second erosion - and suitability determined by distance to the square between temperature=0.1, erosion=0.2 and temperature=0.3, erosion=0.5 . This would prefer any candidate spawn within those ranges equally, while penalizing candidate spawns very far out of that range.
例如,一个轴可能是temperature,第二个轴是erosion——而适宜性由到temperature=0.1,erosion=0.2temperature=0.3,erosion=0.5之间方块的距离决定。这会平等地偏好这些范围内的任何候选生成点,同时惩罚远离该范围的候选生成点。

Format: list of target hypercubes
格式:包含目标超立方体的列表

  • Target format: map between Density Function ID and a range on that axis:
  • 目标格式:密度函数ID与该轴上范围的映射:
    • Range is specified as one of:
    • 范围指定为以下之一:
      • Float, an exact target value
      • 浮点数,一个精确的目标值
      • Array of 2 floats, a range of target values in form [min, max]
      • 一个由2个浮点数组成的数组,表示目标值的范围,格式为[min, max]
      • An object with fields:
      • 一个包含字段的对象:
        • min - float, the minimum value of the target range
        • min - 浮点型,目标范围的最小值
        • max - float, the maximum value of the target range
        • max - 浮点型,目标范围的最大值





BLOCK PREDICATES
方块谓词


ADDED MINECRAFT:HEIGHT_RANGE
加入了MINECRAFT:HEIGHT_RANGE

Checks the height of the position against a given range.
根据给定的范围检查该位置的高度。

Format:
格式:

  • min_inclusive: Vertical Anchor describing the minimum height required
  • min_inclusive: 描述所需最小高度的垂直锚点
  • max_inclusive: Vertical Anchor describing the maximum height required
  • max_inclusive: 描述所需最大高度的垂直锚点


VERTICAL ANCHORS
垂直锚点

  • Added a new option for Vertical Anchors: relative_to_sea_level - specifies an offset to the sea level of the dimension
  • 为垂直锚点加入了一个新选项:relative_to_sea_level - 指定相对于维度海平面的偏移量


CARVERS
雕刻器

  • The worldgen/configured_carver registry has been renamed to worldgen/carver
  • worldgen/configured_carver注册表重命名为worldgen/carver


UPDATED MINECRAFT:CAVE CARVER TYPE
更新了MINECRAFT:CAVE雕刻器类型

  • All fields previously under the config field have been inlined to the top-level
  • 之前位于config字段下的所有字段已内联到顶层
  • Added count field - non-negative Int Provider, the number of Cave tunnels to create from a seed chunk
  • 加入了count字段 - 非负整数提供器,表示从一个种子区块中创建的洞穴隧道数量
  • Renamed yScale to room_vertical_radius_multiplier
  • yScale重命名为room_vertical_radius_multiplier
  • Added optional start_vertical_radius_multiplier field - Float Provider, acts as a multiplier for the vertical radius of the first segment in each tunnel
  • 加入了可选的start_vertical_radius_multiplier字段 - 浮点数提供器,作为每个隧道中第一段垂直半径的乘数
    • If not specified, defaults to 1.0
    • 若未指定,则默认为1.0
  • Added thickness field - non-negative Float Provider, acts as a multiplier for the radius of carved tunnels
  • 加入了thickness字段 - 非负浮点数提供器,作为雕刻隧道半径的乘数
  • Added optional weird_thickness_bias field - Boolean
  • 加入了可选的weird_thickness_bias字段 - 布尔值
    • If true, thickness will be multiplied by, with a 10% chance: random(0, 1) * random(0, 3) + 1
    • 若为true,则厚度将乘以(有10%的概率):random(0, 1) * random(0, 3) + 1
    • If not specified, defaults to false
    • 若未指定,则默认为false
  • Removed replaceable field, carvers will replace any block (excluding features)
  • 移除了replaceable字段,雕刻器将替换任何方块(不包括地物)
  • Removed lava_level field, fluids are now always selected by the aquifer or sea_level configuration in the dimension
  • 移除了lava_level字段,流体现在始终由维度中的aquifersea_level配置选择
  • Removed debug_settings field
  • 移除了debug_settings字段


UPDATED MINECRAFT:CANYON CARVER TYPE
更新了MINECRAFT:CANYON雕刻器类型

  • All fields previously under the config field have been inlined to the top-level
  • 所有先前位于config字段下的内容已被内联到顶层
  • Renamed and moved yScale to shape.y_scale
  • 重命名并移动了yScaleshape.y_scale
  • Removed replaceable field, carvers will replace any block (excluding features)
  • 移除了replaceable字段,雕刻器将替换任何方块(不包括地物)
  • Removed lava_level field, fluids are now always selected by the aquifer or sea_level configuration in the dimension
  • 移除了lava_level字段,流体现在始终由维度中的aquifersea_level配置选择
  • Removed debug_settings field
  • 移除了debug_settings字段


REMOVED MINECRAFT:NETHER_CAVE CARVER TYPE
移除了MINECRAFT:NETHER_CAVE雕刻器类型

  • Replaced by minecraft:cave Carver Type
  • 其被minecraft:cave雕刻器类型取代


INT PROVIDERS
整数提供器


ADDED MINECRAFT:VERY_BIASED_TO_BOTTOM INT PROVIDER TYPE
加入了MINECRAFT:VERY_BIASED_TO_BOTTOM整数提供器类型

Picks a random value in the provided range, with a quadratic bias towards the minimum value.
在给定数值区间内随机取值,数值分布呈二次偏向最小值。

Format: object with fields:
格式:包含字段的对象:

  • min_inclusive - Integer, the minimum selected value (inclusive)
  • min_inclusive - 整数,最小选定值(包含)
  • max_inclusive - Integer, the maximum selected value (inclusive)
  • max_inclusive - 整数,最大可选值(包含)


BLOCK TAGS
方块标签

  • Added #turns_into_dirt_path - contains all blocks that turn into Dirt Path blocks when a Shovel is used for pathmaking
  • 加入了#turns_into_dirt_path - 包含所有在使用锹进行铺路时会转变为土径方块的方块
  • Removed #overworld_carver_replaceables and #nether_carver_replaceables
  • 移除了#overworld_carver_replaceables#nether_carver_replaceables


ITEM TAGS
物品标签

  • Added #dowses_campfires - items that can dowse a lit Campfire block
  • 加入了#dowses_campfires - 可以熄灭点燃的营火方块的物品


RESOURCE PACK VERSION 90.0
资源包版本 90.0

  • The texture of the Shelf Mushroom has been updated
  • 更新了层孔菇的纹理


PARTICLES
粒子效果

  • Added new Particle textures:
  • 加入了新的粒子纹理:
    • shelf_mushroom_particle.png
    • shelf_mushroom_particle.png



SHADERS & POST-PROCESS EFFECTS
着色器与后处理管线

Developer's Note: Although it is possible in Resource Packs, overriding Core Shaders is considered as unsupported and not an intended Resource Pack feature. These shaders exist as part of the internal implementation of the game, and as such, may change at any time as the game's internals evolve. We understand that overriding Core Shaders is used for very cool Resource Pack features, many of which lack supported alternatives. We would like to provide better, supported alternatives in the future.
开发者注: 虽然在资源包中可以覆盖核心着色器,但这被视为不受支持且并非资源包的预期功能。这些着色器作为游戏内部实现的一部分存在,因此随着游戏内部机制的演变,它们可能随时发生变化。我们理解覆盖核心着色器被用于实现非常酷的资源包功能,其中许多功能缺乏受支持的替代方案。我们希望在未来提供更好、受支持的替代方案。


ORDER-INDEPENDENT TRANSPARENCY (OIT)-RELATED SHADER CHANGES
与顺序无关透明(OIT)相关的着色器更改

  • Added new shaders to support order-independent transparency:
  • 加入了支持顺序无关透明的新着色器:
    • core/oit_composite.fsh
    • core/oit_composite.fsh
    • include/oit.glsl
    • include/oit.glsl
    • include/oit_add_transmittance.glsl
    • include/oit_add_transmittance.glsl
    • include/oit_common.glsl
    • include/oit_common.glsl
    • include/oit_depth_bounds.glsl
    • include/oit_depth_bounds.glsl
    • include/oit_depth_sample.glsl
    • include/oit_depth_sample.glsl
    • include/oit_sample.glsl
    • include/oit_sample.glsl
  • Extracted the texture sampling logic from core/terrain.fsh into include/texture_sampling.glsl
  • 将纹理采样逻辑从core/terrain.fsh提取到include/texture_sampling.glsl
  • Renamed the following core shaders:
  • 重命名了以下核心着色器:
    • core/rendertype_clouds.vsh -> core/clouds.vsh
    • core/rendertype_clouds.vsh -> core/clouds.vsh
    • core/rendertype_clouds.fsh -> core/clouds.fsh
    • core/rendertype_clouds.fsh -> core/clouds.fsh
    • core/rendertype_world_border.vsh -> core/world_border.vsh
    • core/rendertype_world_border.vsh -> core/world_border.vsh
    • core/rendertype_world_border.fsh -> core/world_border.fsh
    • core/rendertype_world_border.fsh -> core/world_border.fsh
  • Updated core shaders to support order-independent transparency
  • 更新了核心着色器以支持顺序无关透明
    • Introduced new defines:
    • 引入了新的定义:
      • OIT - A boolean indicating if OIT is enabled
      • OIT - 一个布尔值,表示是否启用了OIT
      • OIT_DEPTH_BOUNDS - A boolean indicating if the depth bounds pass is being executed
      • OIT_DEPTH_BOUNDS - 布尔值,指示是否正在执行深度边界通道
      • OIT_TRANSMITTANCE - A boolean indicating if the transmittance pass is being executed
      • OIT_TRANSMITTANCE - 布尔值,指示是否正在执行透射率通道
      • OIT_ACCUMULATE - A boolean indicating if the accumulate pass is being executed
      • OIT_ACCUMULATE - 布尔值,指示是否正在执行累积通道
      • OIT_ALPHA_ONLY - A boolean indicating if either the depth bounds or transmittance pass is being executed
      • OIT_ALPHA_ONLY - 布尔值,指示是否正在执行深度边界或透射率通道
      • OIT_ADDITIVE - A boolean indicating that the OIT algorithm should emulate additive blending for the executing pipeline
      • OIT_ADDITIVE - 布尔值,指示OIT算法应为正在执行的管线模拟加法混合
      • OIT_OPAQUE_PARTS_THRESHOLD - A float determining above which alpha threshold a fragment should be considered solid and not go through OIT
      • OIT_OPAQUE_PARTS_THRESHOLD - 浮点数,用于确定片段在超过哪个alpha阈值时应被视为不透明,而不经过OIT处理
      • WAVELET_RANK - An integer internal to the OIT algorithm
      • WAVELET_RANK - OIT算法内部使用的整数
      • COEFF_COUNT - An integer internal to the OIT algorithm
      • COEFF_COUNT - OIT算法内部使用的整数
      • COEFF_ATTACHMENT_COUNT - An integer internal to the OIT algorithm
      • COEFF_ATTACHMENT_COUNT - OIT算法内部使用的整数
      • B3D_IS_ZERO_TO_ONE - A boolean indicating if the current rendering backend uses the depth range of [0, 1], it is available globally to all shaders independently of the OIT setting
      • B3D_IS_ZERO_TO_ONE - 布尔值,指示当前渲染后端是否使用深度范围为[0, 1],它全局可用,独立于OIT设置,适用于所有着色器
      • Affected shaders:
      • 受影响的着色器:
        • core/block.fsh
        • core/block.fsh
        • core/block.vsh
        • core/block.vsh
        • core/clouds.fsh
        • core/clouds.fsh
        • core/clouds.vsh
        • core/clouds.vsh
        • core/entity.fsh
        • core/entity.fsh
        • core/entity.vsh
        • core/entity.vsh
        • core/item.fsh
        • core/item.fsh
        • core/item.vsh
        • core/item.vsh
        • core/particle.fsh
        • core/particle.fsh
        • core/position_color.fsh
        • core/position_color.fsh
        • core/rendertype_beacon_beam.fsh
        • core/rendertype_beacon_beam.fsh
        • core/rendertype_clouds.fsh
        • core/rendertype_clouds.fsh
        • core/rendertype_crumbling.fsh
        • core/rendertype_crumbling.fsh
        • core/rendertype_entity_shadow.fsh
        • core/rendertype_entity_shadow.fsh
        • core/rendertype_lightning.fsh
        • core/rendertype_lightning.fsh
        • core/rendertype_lines.fsh
        • core/rendertype_lines.fsh
        • core/rendertype_world_border.fsh
        • core/rendertype_world_border.fsh
        • core/terrain.fsh
        • core/terrain.fsh
        • core/terrain.vsh
        • core/terrain.vsh
        • core/text.fsh
        • core/text.fsh
        • core/text_background.fsh
        • core/text_background.fsh
        • core/world_border.fsh
        • core/world_border.fsh
        • core/world_border.vsh
        • core/world_border.vsh


  • Removed the old transparency post chain:
  • 移除了旧的透明度后处理链:
    • post_effect/transparency.json
    • post_effect/transparency.json
    • shaders/post/transparency.fsh
    • shaders/post/transparency.fsh



FIXED BUGS IN 26.3 SNAPSHOT 2
26.3 SNAPSHOT 2 修复的漏洞

  • MC-161885 - Many transparent things do not render behind slimes
  • MC-161885 - 许多透明物体在史莱姆后面时不渲染
  • MC-161898 - Transparent particles make other particles invisible
  • MC-161898 - 透明粒子会使其他粒子不可见
  • MC-161926 - The block breaking animation is more transparent when mining ice or stained glass
  • MC-161926 - 挖掘冰或染色玻璃时,方块破坏动画更加透明
  • MC-168653 - Mobs, particles, clouds, water and transparent blocks don't render behind the transparent parts of shulker bullets
  • MC-168653 - 生物、粒子、云、水和透明方块不会在潜影弹的透明部分后面渲染
  • MC-190203 - Transparent and specially rendered blocks, entities, clouds, water and particles don't render behind wind charges, and charged creeper, wither and breeze armor
  • MC-190203 - 透明和特殊渲染的方块、实体、云、水和粒子不会在风弹、闪电苦力怕、凋灵和旋风人的外部皮肤后面渲染
  • MC-202197 - Entities' name tag background is rendered behind transparent things
  • MC-202197 - 实体的名牌背景在透明物体后面渲染
  • MC-210584 - Semi-transparent textures on an item that doesn't have it by default doesn't render water behind it
  • MC-210584 - 默认不具有半透明纹理的物品不会在其后面渲染水
  • MC-223559 - Transparent blocks, particles, and clouds are not rendered behind semi-transparent marker armor stands
  • MC-223559 - 透明方块、粒子和云在半透明标记盔甲架后面不会被渲染
  • MC-229405 - The inside of boats blocks the rendering of most translucent objects with the "Improved Transparency" option enabled
  • MC-229405 - 启用“改进透明显示”选项后,船的内部会阻挡大多数半透明物体的渲染
  • MC-252369 - Data packs can fail to load due to a feature cycle when one does not exist
  • MC-252369 - 数据包可能因不存在的地物循环而无法加载
  • MC-259812 - Block and item displays, beds, clouds, signs, shulker boxes, and semi-transparent blocks and entities don't render behind text displays
  • MC-259812 - 方块和物品展示框、床、云、告示牌、潜影盒以及半透明方块和实体在文本展示框后面不渲染
  • MC-265743 - Entities, block entities, clouds and semi-transparent blocks are always rendered in front of text displays with see_through enabled
  • MC-265743 - 实体、方块实体、云和半透明方块在启用see_through的文本展示前面总是被渲染
  • MC-271069 - Item entities appear to fly towards the player when picked up by a dolphin that isn't being rendered
  • MC-271069 - 当物品实体被未渲染的海豚捡起时,会向玩家方向飞行
  • MC-275111 - Two animals in a boat look sideways instead of at the player when lured
  • MC-275111 - 船上的两只动物在被引诱时看向侧面而非玩家
  • MC-295678 - Translucent blocks above water flicker when crossing chunk borders
  • MC-295678 - 跨越区块边界时,水面上方的半透明方块会闪烁
  • MC-296006 - Entities do not face the player correctly whilst in a boat
  • MC-296006 - 实体在船上时无法正确面向玩家
  • MC-298659 - Translucent blocks and some entities render above text displays with see_through enabled
  • MC-298659 - 半透明方块和部分实体在启用了see_through的文本展示上方渲染
  • MC-303626 - Block hitboxes, particles, semi-transparent blocks and non-block items render behind entity hitboxes with the "Improved Transparency" option enabled
  • MC-303626 - 启用“改进透明显示”选项后,方块碰撞箱、粒子、半透明方块和非方块物品会渲染在实体碰撞箱后面
  • MC-305422 - Players can sometimes get kicked due to a waypoint packet the client fails to handle
  • MC-305422 - 玩家有时会因客户端无法处理的路径点数据包而被踢出游戏
  • MC-306127 - Block outlines are no longer visible behind translucent items
  • MC-306127 - 方块轮廓箱不再在半透明物品后方可见
  • MC-306156 - Breezes, slimes and players between translucent blocks or fluids appear behind them if "Improved Transparency" is enabled
  • MC-306156 - 当启用“改进透明显示”时,位于半透明方块或流体之间的旋风人、史莱姆和玩家会出现在它们后面
  • MC-306231 - Boats are filled with water when viewed through translucent blocks with the "Improved Transparency" option enabled
  • MC-306231 - 当启用“改进透明显示”时,通过半透明方块看船内会充满水
  • MC-306318 - Translucent items render through the head of players with a translucent item equipped on their head with "Improved Transparency" enabled
  • MC-306318 - 当启用“改进透明显示”时,装备了半透明物品的玩家头部会渲染出该半透明物品的纹理
  • MC-307285 - Translucent blocks don't render behind sulfur cubes
  • MC-307285 - 半透明方块不会在硫方怪后面渲染
  • MC-307345 - The smoke particles produced by potent sulfur do not render behind stained glass
  • MC-307345 - 烈性硫黄产生的烟雾粒子在染色玻璃后面不会渲染
  • MC-307902 - Partially transparent blocks inside sulfur cubes don't render correctly
  • MC-307902 - 硫方怪内的半透明方块渲染不正确
  • MC-308798 - Dolphins take much longer to pick up items
  • MC-308798 - 海豚拾取物品所需时间大幅增加
  • MC-309022 - Shelf mushrooms generate facing the wrong direction
  • MC-309022 - 层孔菇生成时朝向错误
  • MC-309027 - The success message of /teleport with coordinates specified reports that it affected 0 entities
  • MC-309027 - 指定坐标的 /teleport 成功消息报告影响了0个实体
  • MC-309043 - Carpets can no longer be crafted
  • MC-309043 - 地毯不再能被合成
  • MC-309056 - Poplar saplings are not destroyed by water
  • MC-309056 - 杨树树苗不会被水破坏
  • MC-309067 - Wool slabs and stairs cannot be used as fuel
  • MC-309067 - 羊毛台阶和楼梯不能用作燃料
  • MC-309075 - Using bone meal on a shelf mushroom a player is standing on causes them to pass through it
  • MC-309075 - 对玩家站着的层孔菇使用骨粉会导致玩家穿过它
  • MC-309081 - Decorated pots and chorus flowers can be destroyed by projectiles in Adventure mode
  • MC-309081 - 饰纹陶罐和紫颂花在冒险模式中可被弹射物破坏
  • MC-309082 - Wandering traders do not sell poplar logs
  • MC-309082 - 流浪商人不出售杨木原木
  • MC-309084 - Shelf mushrooms' model sticks out of the slot in the hotbar
  • MC-309084 - 层孔菇的模型在快捷栏中突出于槽位
  • MC-309105 - Wool stairs and slabs are not broken faster when using shears
  • MC-309105 - 使用剪刀时羊毛楼梯和台阶不会被更快破坏
  • MC-309117 - Grass in dappled forests and poplar leaves appear green on maps
  • MC-309117 - 斑驳森林中的草和杨树树叶在地图上显示为绿色
  • MC-309123 - The block breaking particles of shelf mushrooms are not displayed correctly
  • MC-309123 - 层孔菇的方块破坏粒子显示不正确
  • MC-309133 - The front texture of poplar signs is inconsistent with the front textures of other signs
  • MC-309133 - 杨木告示牌的正面纹理与其他告示牌的正面纹理不一致
  • MC-309136 - The collision box of shelf mushrooms is too large
  • MC-309136 - 层孔菇的碰撞箱过大
  • MC-309173 - The item model of shelf mushrooms displays the large shelf mushroom block model, even though the item places small ones
  • MC-309173 - 层孔菇的物品模型展示的是大型层孔菇的模型,尽管该物品放置的是小型层孔菇
  • MC-309184 - Specifying multiple features of type no_op in a data pack prevents the world from loading
  • MC-309184 - 在数据包中指定多个类型为no_op的地物会阻止世界加载
  • MC-309205 - Poplar saplings cannot be used as fuel
  • MC-309205 - 杨树树苗不能用作燃料
  • MC-309206 - Cobwebs are not destroyed by water
  • MC-309206 - 蜘蛛网不会被水破坏
  • MC-309275 - The texture of the top halves of poplar doors has three miscolored pixels
  • MC-309275 - 杨木门上半部分的纹理有三个颜色错误的像素
  • MC-309302 - Poplar saplings are not in #sapling
  • MC-309302 - 杨树树苗不在#sapling
  • MC-309330 - The item texture of poplar doors doesn't have any hinges unlike the item textures of other doors
  • MC-309330 - 杨木门的物品纹理与其他门的物品纹理不同,缺少铰链







【mxy333 译自Java Team 2026 年 6 月 30 日发布的 Minecraft 26.3 Snapshot 2

【本文排版借助了:SPXXKLP 用户脚本 v3.2.7】



Powered by SPXXKLP 3.2.7 with love
Converted at 2026-06-30 22:20 +0800


|想了解更多游戏资讯?

苦力怕论坛,感谢有您~

本版积分规则

本站
关于我们
联系我们
坛史纲要
官方
哔哩哔哩
技术博客
下载
网易版
安卓版
JAVA
反馈
意见建议
教程中心
更多
捐助本站
QQ群
QQ群

QQ群

访问手机版

访问手机版

手机版|小黑屋|系统状态|klpbbs.com

| 由 木韩网络 提供支持 | GMT+8, 2026-7-2 05:25

声明:本站与Mojang以及微软公司没有从属关系

Powered by Discuz! X3.4