Here's a list of what is new in this week's Beta! As always, please search and report any bugs you may find at bugs.mojang.com and send us your feedback .
这里就是本周测试版的新内容!一如往常的,请在 bugs.mojang.com 报告你搜索到的漏洞,并在 your feedback留下你的反馈。
Please note that there will not be a Preview/Beta release for the week of July 4, 2022.
请注意 2022 年 7 月 4 日这周不会有 Preview/Beta 更新
FEATURES AND BUG FIXES 特性和漏洞修复
VANILLA PARITY 特性同步
Zombies now have a 10% chance to be able to break doors on hard difficulty (MCPE-79636)
Players can now place blocks where a spectator is hovering
玩家现在可在观察者悬停的位置放置方块了
Players now have their hands back when they are holding a Map when they have one item in offhand and one in main hand. Curious how they held it without hands... (MCPE-100259)
Ravager is now able to destroy Mangrove Leaves, Azalea, Azalea Leaves, Cave Vines, Dripleaves, Spore Blossoms, and Hanging Roots (MCPE-156551) (MCPE-125322)
Server developers can now see checksums of the block registry from the server and client to check for mismatch (search "Block Registry Checksum" in the output logs and compare)
Added a new dedicated server property, "chat-restriction", that can be modified in the "server.properties" file to restrict the chat for all players connecting to the server. The property's possible values are "None", "Dropped", and "Disabled". See the default file for more information
With data-driven block tessellation, geometry box pivot-base rotation now rotates around the correct pivot point
随着数据驱动方块的加入,现在基于轴旋转的几何箱体将围绕正确的轴点旋转
Add Content warnings for large icons for texture tessellation (eg. objects in hand)
添加了对加入的纹理的大图标内容警告 (例如手持的物体等等)
STABILITY AND PERFORMANCE 稳定性和性能
The Client can now generate its own LevelChunks, saving the Server from having to generate and stream over every chunks in view. Server will be limited to generating LevelChunks that are in ticking range and saved on disk
Modified existing telemetry to split between Server and Client side LevelChunk generation
修改了现有的传送技术,使得客户端与服务端的 LevelChunk 生成分离
Added code to fix up client-side lighting so it matches Server side
添加了一些代码,修复了客户端的光照并与服务端相匹配
Added IMGUI tools for validating Server/Client generation determinism and lighting
添加了 IMGUI 工具以验证服务端/客户端的生成的一致性及光照
Added IMGUI tools for logging and tracking lifetime events of a particular LevelChunk/SubChunk
添加了IMGUI工具来记录并追踪某一 LevelChunk/SubChunk 的全生命周期事件
EXPERIMENTAL FEATURES 实验性特性
ACTOR PROPERTIES 活动对象属性
Added Content Errors for when there are too many properties on the actor (more than 32) or when a string enum name is too long (more than 32 characters)
添加了活动对象属性过多(超过32个)或一个字符串枚举值过长(超过32个字符)时触发的内容错误
Restored ability to use a Molang expression string for default values of Actor Properties (These are primarily useful for random starting values)
恢复了对Actor属性的默认值使用Molang表达式字符串的能力(主要用于随机化初始值)
GAMETEST FRAMEWORK Gametest 框架
Performance Watchdog
性能监控
Added a performance watchdog that monitors GameTests for slow-running scripts
添加了监测 GameTests 慢运行脚本的性能监控
Executing a slow-running script will result in content log warnings
执行慢运行脚本将导致内容日志警告
Additionally, long script hangs (more than 3 seconds in a single tick) will result in an exception
此外,脚本长时间挂起(每刻超过三秒)将引发异常
Added new properties to propertiesfor watchdog configuration on Dedicated Server
为专有服务器添加了新的属性以配置性能监测器
script-watchdog-enable- Enables the watchdog (default = true)
script-watchdog-enable- 启用监测器 (默认值 = true)
script-watchdog-hang-threshold- Sets the watchdog threshold for single tick hangs (default = 3000 ms)
Added function 'addObjective(objectiveId: string, displayName: string): Objective' - Creates and objective to be tracked, identified with objectiveId and displayed on the screen with displayName
Added function 'getObjectiveAtDisplaySlot(displaySlotId: string): ScoreboardObjectiveDisplayOptions' - Gets objective and sort order contained in the DisplayObjective slot specified by displaySlotId
Added function 'setObjectiveAtDisplaySlot(displaySlotId: string, ScoreboardObjectiveDisplayOptions: scoreboardObjectiveDisplayOptions): Objective' - Sets the objective and sort order of the display slot, as specified by displaySlotId
Added function 'clearObjectiveAtDisplaySlot(displaySlotId: string): Objective' - Clear's the DisplayObjective of the objective it is currently displaying
Renamed 'minecraft:destroy_time' to 'minecraft:destructible_by_mining' and restructured the component to be either defined as a boolean or as an object