A Minecraft Bedrock Edition Preview Minecraft 基岩版预览更新
The mace is smashing its way into your worlds! Use its smash attack while falling and time it just right to knock back your enemies – the longer you fall, the stronger the blow! Craft this new weapon by combining a breeze rod with the heavy core, a new item you can find by unlocking trial chamber vaults.
重锤冲进了主世界!在恰当的时刻从高处落下并使用它就可以击退敌人 – 高度越高,冲击波就越强烈!使用旋风棒与沉重核心(一种可通过解锁试炼密室中宝库获得的新物品)即可合成它!
Alongside the mace this week there are also new pottery sherds to collect, new armor trims to covet, and new banner designs to decorate your base with! Show the world (and your server) that you’ve bested the trial chambers with the flow or bolt armor trims. Declare yourself a breeze fan with two new banner designs, or bring a piece of the trial chambers home with new pottery sherd designs – all in testing now!
在本周伴随重锤而来的还有全新的纹样陶片和盔甲纹饰,以及可用于装饰您的基地的新旗帜图案!向整个世界 (还有你的服务器) 展示您已战胜试炼密室并取得了涡流和镶铆盔甲纹饰,通过全新的旗帜设计展示您对旋风人的喜爱,或是干脆带上试炼密室的一部分 – 新的纹样陶片回家 – 一切尽在本周的测试版!
Wolf Armor can now partially block damage dealt by Guardians and Elder Guardians’ laser attack
狼铠现在可以阻挡守卫者和远古守卫者激光攻击造成的部分伤害
Wolves wearing Wolf Armor now trigger post-hit damage immunity, preventing the item’s rapid destruction by continuous damage sources like lava, Slimes, and Magma Cubes
现在装备狼铠的狼能够触发受击后伤害免疫,以防止狼铠在承受熔岩、史莱姆和岩浆怪等持续伤害源时快速损坏
Holding a Shield and Wolf Armor simultaneously no longer causes a line of gray voxels to be rendered in the left half of the screen (MCPE-179255)
Updated /titleraw and /tellraw to include support for rendering input key glyphs
更新了 /titleraw 和 /tellraw 命令以支持渲染输入关键字形
MOBS 生物
Added spawn categories to Bedrock. They will be used in the future for mob spawning. Spawn categories have been enabled in entity behavior pack files, but are not yet functional
Improved texture filtering for renderchunks to smooth the transition between LODs
改进了渲染区块间的纹理过滤,以使多细节层次(LOD)之间的过渡更加平滑
Added a new feature to the Deferred Technical Preview: Sky Reflections . This new effect will reflect the sky on surfaces depending on their roughness and other surface properties. See the updated Getting Started with Deferred Lighting article on the Learning Portal for more information. Note that since these are reflections of the sky, reflections will not be visible when in caves, indoors or the Nether. Reflections for these scenarios and of other objects such as the terrain and entities will be added in future updates.
为延迟渲染预览添加了新的功能:天空反射。此效果会根据平面的粗糙度等属性,在其上显示天空的倒影。 点击更新的 Getting Started with Deferred Lighting 以获取更多信息。 请注意,由于是天空的反射,此效果在洞穴、室内或是下界并不可见。对这些场景以及其他对象(如地形和实体)的反射功能将在未来的更新中添加。
EDITOR 编辑器
The Editor and its corresponding API are in early development, and available for keyboard/mouse on Windows PC Bedrock Preview builds. Tag us on social channels with #BedrockEditor.
编辑器及其对应的 API 处于早期开发阶段,可用于 Windows PC Bedrock Preview 版本上的键盘/鼠标。在社交渠道上用 #BedrockEditor 标记我们。
Added three classes: the IBlockPaletteItem interface and the ProbabilityBlockPaletteItem and SimpleBlockPaletteItem concrete classes. These classes will be used in the later implementation of the Block Palette
Tool mode screen layout will now be using a fixed drawer system rather than floating window panels. Drawers panels support drag to resize, expand/collapse, and show/hide behaviors
bindPropertyPane API function will now only bind a single pane to the tool. Bound pane will be displayed in the layout drawer next to the tool rail on tool activation. It is recommended to update the pane state once it’s associated with the tool to ensure it’s displayed correctly
bindPropertyPane API 函数现在仅会将单个窗格绑定到工具。绑定窗格将显示在工具激活时工具栏旁边的抽屉中。建议在与工具绑定后更新窗格状态,以确保其显示正常
Changed top level menus to show up only when they contain items
更改了顶级菜单,使其仅在包含项目时显示
Added uniqueId property to IMenuCreationParams API which will replace IMenu id on creation
向 IMenuCreationParams API 添加了 uniqueId 属性,该属性将在创建时替换 IMenu id
Added menubar: IMenuContainer property to IPlayerUISession . IMenuContainer will manage menu related operations
Added function getBlocks(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): ListBlockVolume - Gets the blocks in a volume if it matches the filter
Added function containsBlock(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): boolean - Returns true if the block in volume matches the filter, false otherwise