Tabs can be switched with the keyboard by pressing Ctrl+Tab and Ctrl+Shift+Tab
通过按Ctrl+Tab和Ctrl+Shift+Tab,可以使用键盘切换选项卡
Specific tabs can also be navigated to by pressing Ctrl+Tab Number
还可以通过按Ctrl+选项卡序号导航到特定选项卡
For example, Ctrl+2 navigates to the second tab
例如,Ctrl+2可以导航到第二个选项卡
Added a screen to easily enable/disable experimental features
新增了一个界面,可以轻松启用/禁用实验性功能
The screen can always be found under the More-tab
此界面位于“More”选项卡下
In snapshots a shortcut button can be found under the Game-tab
在快照中,可以在“Game”选项卡下找到快捷按钮
CREATIVE MENU 创造模式物品栏
Added painting variants to creative menu
将画的变体添加到创造模式物品栏
Paintings with pre-defined variant will now display author and title in description when hovered over
带有预定义的画的变体现在将鼠标悬停在上方时将在描述中显示作者和标题
TECHNICAL CHANGES 技术性更改
Added display entities for flexible display of items, blocks and text
添加了“展示”实体,可灵活显示物品、方块和文本
Added a damage command for applying damage to entities
添加了可对实体造成伤害的 damage 命令
Added --pidFile argument to dedicated server command line for printing process id to file
添加了 --pidFile 参数到专用服务器命令行,用于将进程id输出到文件
Added the following game events:
添加了以下游戏事件:
entity_dismount with a vibration frequency of 6
entity_dismount 事件,振动频率为6
entity_mount with a vibration frequency of 7
entity_mount 事件,振动频率为7
Added a group of entities to display items, blocks and text
添加了一组实体用于显示物品、方块和文本
Added execute summon to allow customization of a newly spawned entity
添加了 execute summon ,允许自定义新生成的实体
DISPLAY ENTITIES 展示实体
Three new entities have been added for flexible display of items, blocks and text
添加了三个新实体,用于显示物品、方块和文本
Those entities, similarily to marker, don't tick and have no collisions or physics
这些实体类似于 marker,不参与tick计算,没有碰撞或物理现象
Models render at entity position, with normal rotation around X and Y axis (so it can be controlled by teleport commands), but also with additional arbitrary model transform
Tag contents for those entities include some new data types with complex structure.Any form can be used for modifying data, but only one form is used for saving.
这些实体的标签内容包括一些结构复杂的新数据类型。任何表单都可以用于修改数据,但只有一个表单用于保存
ROTATION ROTATION
Quaternion form (used for saving): array of 4 numbers, describingcomponents (x, y, z, w)
四元数表单(用于保存):4个数字的数组,描述组件(x,y,z,w)
Axis-angle form: object with following fields:
轴角度表单:具有以下字段的对象:
axis - 3d vector
axis - 三维向量
angle - in radians
angle - 角度(以弧度表示)
TRANSFORMATION TRANSFORMATION
Arbitrary affine transform
任意仿射变换
Matrix form: array of 16 numbers, describing row-major matrix
矩阵表单:16个数字的数组,描述行主矩阵
Decomposed form (used for saving): object with following fields:
解析表单(用于保存):具有以下字段的对象:
translation - 3d vector
translation - 三维向量
left_rotation, right_rotation - rotation
left_rotation, right_rotation - rotation
scale - 3d vector
scale - 三维向量
Transforms are composed in order translation, left_rotation, scale, right_rotation
Some properties of display entites can be interpolated. That means that clients will see gradual changes over time instead of instantenous jumps.
显示实体的某些属性可以插值,这意味着客户端将看到的是随着时间的推移而逐渐变化,而不是瞬移。
Display entities keep track of current and previous values of interpolated values:
显示实体跟踪插值的当前值和先前值:
All properties marked as "interpolated" are part of a single interpolation set
所有标记为“插值”的属性都是单个插值集的一部分
Any update to interpolated property will cause all values of interpolation set to be saved as "current"
对插值属性的任何更新都将导致插值集的所有值保存为“当前”
Data command executions that do not change value of property (even if it's present in NBT) do not count as updates
不更改属性值的数据命令执行(即使NBT中存在)不算作更新
Updates are synchronized to clients at most once per tick, so multiple updates within command will still count as single update
每tick最多更新同步到客户端一次,因此命令中的多次更新仍将算作一次更新
Previous current values are saved as "previous"
先前的当前值会保存为“先前”
If interpolation is enabled, entity will transition between "previous" and "current" values over time
如果启用了插值,实体将随时间在“先前”和“当前”值之间过渡
Start of interpolation (entity fully in "previous" state) is defined by field interpolation_start (game time, in ticks)
Every entity in family has the following fields:
族中的每个实体都有以下字段:
transformation - transformation applied to model (after normal entity orientation). Defaults to identity. Interpolated
transformation - 应用于模型的变换(在正常实体方向之后)。默认为本体。插值
billboard - option to control if entity should pivot to face player when rendered:
billboard - 用于控制实体在渲染时是否应面向玩家的选项:
fixed - no rotation (default)
fixed - 无旋转(默认)
vertical - entity can pivot around vertical axis
vertical - 实体可以绕垂直轴旋转
horizontal - entity can pivot around horizontal axis
horizontal - 实体可以围绕水平轴旋转
center - entity can pivot around center point
center - 实体可以围绕中心点旋转
brightness - if present, overrides light values used for rendering. Omited by default (which means rendering uses values from entity position). Object has two fields:
view_range - maximum view range of this entity. Actual distance depends on client-side render distance and entity distance scalling. Default value 1.0 (roughly the same as fireball)
width, height - describe size of culling bounding box. Bounding box spans vertically y to y+height and horizontally width/2 in all directions from entity position. If either field is set to 0, culling is disabled. Both default to 0
width, height - 描述碰撞箱的大小。碰撞箱在从图元位置开始的所有方向上垂直跨越 y 到 y+height ,水平跨越 width/2 。如果任一字段设置为0,则禁用剔除。两者都默认为0
glow_color_override - override glow border color. Defaults to 0 (use team color)
glow_color_override - 覆盖发光的边框颜色。默认值为0(使用队伍颜色)
ITEM_DISPLAY ITEM_DISPLAY
Displays a single item stack.
显示单个物品堆
Stack can be changed with commands by setting slot inventory.0
通过命令设置栏位 inventory.0 以更改物品堆
Fields:
字段:
item - item stack to display. Same format as in inventory (example: {id: "minecraft:dirt", Count: 1})
shadow - should text be displayed with shadow. Defaults to false
shadow - 文本是否应以阴影显示。默认为false
see_through - should text be visible through blocks. Defaults to false
see_through - 文本是否应穿墙可见。默认为false
alignment - how text should be aligned
alignment - 文本应如何对齐
Values: center (default), left, right
值: center (默认), left, right
Note: text display backgrounds uses new shader types rendertype_text_background and rendertype_text_background_see_through
注意:文本显示背景使用新的着色器类型 rendertype_text_background 和 rendertype_text_background_see_through
DAMAGE TYPES 伤害类型
Damage Types are a new registry that can be extended through data packs. A Damage Type determines how damage is handledby the game. This includes which attributes the damage has as well as which death message is used when an entity diesdue to that type of damage.
伤害类型是一个新的注册表,可以通过数据包进行扩展伤害类型决定游戏如何处理伤害,这包括伤害具有哪些属性,以及实体因此类伤害死亡时使用的死亡信息
Example:
示例:
{
"exhaustion": 0.1,
"message_id": "arrow",
"scaling": "when_caused_by_living_non_player"
}
复制代码
Fields: 字段:
message_id: The message id used for deaths caused by this damage type
message_id: 用于此伤害类型导致的死亡的消息id
Will be combined with other string fragments to form a translation key
将与其他字符串片段组合以形成翻译键
exhaustion: The amount of hunger exhaustion caused by this damage type
exhaustion: 这种伤害类型导致的饥饿值
scaling: Whether this damage type scales with difficulty levels. Possible values:
scaling: 这种伤害类型是否随难度等级而变化。可能的值:
never: Damage is always the same
never: 伤害永远相同
always: Damage always scales with difficulty
always: 伤害随难度改变
when_caused_by_living_non_player: Damage scales with difficulty if it was caused by a living entity who is not a player
This determines how the damage affects the entity as well as which death message is displayed
这决定了伤害对实体的影响以及显示的死亡消息
entity: The entity inflicting the damage
entity: 造成伤害的实体
cause: The cause of the damage, in the case of indirect damage
cause: 间接伤害时的伤害原因
Example: When shot by an arrow, the entity is the Arrow projectile while cause might be a Skeleton
示例:当被箭射中时,entity 是箭,而 cause 可能是骷髅
location: The location the damage originated at (when no entity caused the damage)
location:伤害发生的位置(当没有实体造成伤害时)
For instance, location might represent the location of a Bed exploding in the Nether
例如,location 可能表示在下界中爆炸的床的位置
EXECUTE SUMMON EXECUTE SUMMON
New execute sub-command for summoning new entity and binding context (@s) to it. Meant to simplify entity setup and reduce need for raw NBT editing. 新的 execute 子命令,用于调用新实体并将上后续(@s)绑定到该实体。旨在简化实体设置并减少对原始NBT编辑的需求
execute summon <entity id>
execute summon <entity id>
PREDICATES 谓词
DAMAGE TYPE PREDICATES 伤害类型谓词
The following fields have been removed from damage type predicates: is_projectile, is_explosion, bypasses_armor,bypasses_invulnerability, bypasses_magic, is_fire, is_magic, is_lightning . 以下字段已从伤害类型谓词中删除: is_projectile,is_explosion,bypasses_armor,bypasses_invulnerability,bypasses_magic,is_fire,is_magic,is_lightning。
A new tags array has been added. Each entry has two fields: 添加新的 tags 数组。每个条目有两个字段:
id: The ID of a damage type tag
id: 伤害类型标签的ID
expected: Whether the damage is expected to have or not have the tag for the predicate to match
expected: 伤害是否预期具有与谓词匹配的标记
GAME RULES 游戏规则
Added doVinesSpread game rule, determining if vines will spread to nearby blocks
添加了 doVinesSpread 游戏规则,确定藤蔓是否会蔓延到附近的方块
Defaults to true
默认为 true
FIXED BUGS IN SNAPSHOT 23W06A 快照 23W06A 修复的漏洞
MC-12729 - Z-fighting can be seen on leggings and boots worn by entities
MC-233972 - Text can appear outside of buttons in the key binds menu when assigning keys to functions or when multiple functions are assigned to the same key