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[版本发布] Minecraft Java版 26.3 发布 [第4/5部分]

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发表于 4 天前 | 显示全部楼层 |阅读模式 | Edg | Windows 10
CHANGED MINECRAFT:INTERPOLATED
更改了 MINECRAFT:INTERPOLATED

  • Added fields:
    加入了字段:
    • cell_size_xz - positive int, size in blocks of the interpolation grid cells on the XZ axes
    • cell_size_xz - 正整数,插值元胞以方块为单位在 XZ 轴上的大小
    • cell_size_y - positive int, size in blocks of the interpolation grid cells on the Y axis
    • cell_size_y - 正整数,插值元胞以方块为单位在 Y 轴上的大小



CHANGED MINECRAFT:CACHE (RENAMED FROM MINECRAFT:CACHE_ONCE)
更改了 MINECRAFT:CACHE(从 MINECRAFT:CACHE_ONCE 重命名而来)

  • No format change
  • 无格式更改


REMOVED MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ALL_IN_CELL, AND MINECRAFT:FLAT_CACHE
移除了 MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ALL_IN_CELL, 和 MINECRAFT:FLAT_CACHE

  • May be replaced with minecraft:cache
  • 可能会被替换为 minecraft:cache
  • minecraft:slice may be used to always pick Y=0, as formerly handled by minecraft:flat_cache
  • minecraft:slice 可用于始终选择 Y=0,正如以前由 minecraft:flat_cache 处理的那样


STRUCTURE POOL ELEMENTS
模板池


CHANGED MINECRAFT:FEATURE_POOL_ELEMENT
更改了 MINECRAFT:FEATURE_POOL_ELEMENT

  • Can now connect to Jigsaw blocks with any target name, instead of just minecraft:bottom
  • 现在可以连接到任何目标名称的拼图方块,而不仅仅是 minecraft:bottom


STRUCTURE PLACEMENTS
结构放置


ADDED MINECRAFT:DIMENSION_ORIGIN
加入了 MINECRAFT:DIMENSION_ORIGIN

  • Places a single instance of the structure at the dimension origin
  • 在维度原点放置单个结构实例
    • The dimension origin is defined as the spawn_target for noise settings based dimensions, otherwise Chunk (0, 0)
    • 基于噪声设置的维度,其维度原点定义为 spawn_target,否则为区块(0, 0)
  • No additional fields
  • 无附加字段


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: object with fields:
  • 格式:包含字段的对象
    • min_inclusive - Vertical Anchor, the minimum height required
    • min_inclusive - 垂直锚点,所需的最小高度
    • max_inclusive - Vertical Anchor, the maximum height required
    • max_inclusive - 垂直锚点,所需的最大高度



ADDED MINECRAFT:VOLUME_MATCH
加入了 MINECRAFT:VOLUME_MATCH

Checks that every block in a volume matches a given Block Predicate.
检查一个区域内所有方块是否匹配给定的方块谓词。

  • Format: object with fields:
  • 格式:包含字段的对象
    • min - list of 3 integers in range -16 to 16, the lower corner of the volume as an offset from the test position
    • min - 3 个整数的列表,范围为 -1616,体积的下角,作为相对于测试位置的偏移
    • max - list of 3 integers in range -16 to 16, the upper corner of the volume as an offset from the test position
    • max - 由3个整数组成的列表,范围在-1616之间,表示体积的上角相对于测试位置的偏移
    • match - Block Predicate to test on each position
    • match - 要在每个位置测试的方块谓词



VERTICAL ANCHORS
垂直锚点

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



RULE TESTS
规则测试

These are the predicates used by ore Features (targets[].target), and rule Structure Processors (rules[].input_predicate and rules[].location_predicate).
这些是ore地物(targets[].target)所使用的谓词,以及rule结构处理器(rules[].input_predicaterules[].location_predicate)所使用的谓词。


ADDED MINECRAFT:HEIGHT_MATCH
加入了 MINECRAFT:HEIGHT_MATCH

  • Checks the y-level of a block, returning true only if it's higher than or equal to min_inclusive and lower than or equal to max_inclusive
  • 检查方块的 y 层级,返回 true 仅当它高于或等于 min_inclusive 且低于或等于 max_inclusive
  • Format: object with fields:
  • 格式:包含字段的对象
    • min_inclusive - int, the minimum y value of allowed blocks (inclusive)
    • min_inclusive - 整数, 允许方块的最小 y 值(包含)
    • max_inclusive - int, the maximum y value of allowed blocks (inclusive)
    • max_inclusive - 整数, 允许方块的最大 y 值(包含)



ADDED MINECRAFT:ALL_OF
加入了 MINECRAFT:ALL_OF

  • Checks a list of Rule Tests for whether all of them return true for the same block
  • 检查一个规则测试列表,判断它们是否对同一个方块全部返回 true
  • Format: object with fields:
  • 格式:包含字段的对象
    • rules - list of Rule Tests, the rules to test the block against
    • rules - 规则测试列表,用于测试方块的规则



ADDED MINECRAFT:ANY_OF
加入了MINECRAFT:ANY_OF

  • Checks a list of Rule Tests for whether any of them returns true for the same block
  • 检查一个规则测试列表,看其中是否有任意一项对同一方块返回 true
  • Format: object with fields:
  • 格式:包含字段的对象
    • rules - list of Rule Tests, the rules to test the block against
    • rules - 规则测试列表,用于测试方块的规则



ADDED MINECRAFT:NOT
加入了MINECRAFT:NOT

  • Checks a Rule Test for whether it returns false for a given block
  • 检查一个规则测试是否对给定方块返回 false
  • Format: object with fields:
  • 格式:包含字段的对象
    • rule - Rule Test, the rule to test the block against
    • rule - 规则测试,用于测试方块所根据的规则



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


CHANGED MINECRAFT:CAVE
更改了 MINECRAFT:CAVE

  • 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


CHANGED MINECRAFT:CANYON
更改了 MINECRAFT:CANYON

  • 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
  • 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
移除了 MINECRAFT:NETHER_CAVE

  • Replaced by minecraft:cave
  • minecraft:cave 替换


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.
在提供的范围内选取一个随机值,并带有偏向最小值的二次偏置。

  • 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,最小可选值(包含)
    • max_inclusive - integer, the maximum selected value (inclusive)
    • max_inclusive - 整数,最大可选值(包含)



VILLAGER TRADES
村民交易

  • The given_item_modifiers field has been renamed to given_item_modifier
  • given_item_modifiers 字段重命名为 given_item_modifier
    • Note: unlike other fields of type minecraft:item_modifier, this field does not support namespaced elements or tag IDs
    • 注意:与类型为 minecraft:item_modifier 的其他字段不同,此字段不支持命名空间元素或标签 ID
  • The max_uses and xp fields now require an inline value of a minecraft:context_int_provider type
  • max_usesxp 字段现在需要一个 minecraft:context_int_provider 类型的内联值
  • The count field in the wants and additional_wants structures now require an inline value of a minecraft:context_int_provider type
  • wantsadditional_wants 结构中的 count 字段现在需要一个 minecraft:context_int_provider 类型的内联值
  • The reputation_discount field now requires an inline value of a minecraft:context_float_provider type
  • reputation_discount 字段现在需要一个 minecraft:context_float_provider 类型的内联值


TAGS
标签


BLOCK TAGS
方块标签

  • Added #poplar_logs - all Poplar log blocks
  • 加入了 #poplar_logs - 所有杨木原木方块
  • Added #wool_stairs - all Wool Stairs blocks
  • 加入了 #wool_stairs - 所有羊毛楼梯方块
  • Added #wool_slabs - all Wool Slabs blocks
  • 加入了 #wool_slabs - 所有羊毛台阶方块
  • Added #cushion_uses_collision_shape - Blocks where Cushion placement raycasts against collision shape instead of interaction shape
  • 加入了 #cushion_uses_collision_shape - 方块,其中坐垫放置时会针对碰撞形状而不是交互形状进行射线检测
  • Added #wool_stairs and #wool_slabs to #dampens_vibrations
  • #wool_stairs#wool_slabs 加入了 #dampens_vibrations
  • Added #ores - collection tag containing all types of ores
  • 加入了 #ores - 集合标签,包含所有类型矿石
  • Added #skulls - collection tag containing all head and skull blocks
  • 加入了 #skulls - 所有生物头颅
  • Added #blocks_motion - collection tag containing all blocks that are considered to block motion in some way
  • 加入了 #blocks_motion - 集合标签,包含所有被认为会以某种方式阻挡运动的方块
  • Added #blocks_motion_no_leaves - collection tag containing all blocks that are considered to block motion in some way, but excluding leaf blocks
  • 加入了 #blocks_motion_no_leaves - 集合标签,包含所有被认为会以某种方式阻挡移动的方块,但不包括树叶方块
  • Added #entities_can_teleport_to - blocks that entities are allowed to teleport to
  • 加入了 #entities_can_teleport_to - 实体可以传送至的方块
  • Added #blocks_dolphin_jump - blocks that Dolphins cannot move through when jumping out of water
  • 加入了 #blocks_dolphin_jump - 海豚跳出水面时无法穿过的方块
  • Added #ice_melts_when_destroyed_above - blocks that causes ice to melt into water if the ice is destroyed when placed above them
  • 加入了 #ice_melts_when_destroyed_above - 当放置在它们上方的冰被破坏时,会使冰融化成水的方块
  • Added #blocks_motion_in_heightmap - blocks that are taken into account for the motion_blocking heightmap
  • 加入了 #blocks_motion_in_heightmap - 计入 motion_blocking 高度图的方块
  • Added #blocks_motion_in_heightmap_no_leaves - blocks that are taken into account for the motion_blocking_no_leaves heightmap
  • 加入了 #blocks_motion_in_heightmap_no_leaves - 计入 motion_blocking_no_leaves 高度图计算中的方块
  • Added #blocks_lava_fire_spread - blocks that block the creation of fire by lava
  • 加入了 #blocks_lava_fire_spread - 阻止岩浆生成火焰的方块
  • Added #blocks_fluid_flow - blocks that block fluid flow
  • 加入了 #blocks_fluid_flow - 阻挡流体流动的方块
  • Added #washed_away_by_fluids - blocks that break when a fluid flows through them
  • 加入了 #washed_away_by_fluids - 当流体流过时会被破坏的方块
  • Added #required_for_poplar_leaf_ambience - blocks which can satisfy requirement for Poplar leaves to make ambient sound
  • 加入了 #required_for_poplar_leaf_ambience - 能够满足杨树树叶发出环境音效要求的方块
  • Added #turns_into_dirt_path - blocks that turn into Dirt Path blocks when a Shovel is used for path making
  • 加入了 #turns_into_dirt_path - 当使用锹制作土径时会转变为土径方块的方块
  • Added #sculk_growth_inhibitors - blocks which keep Sculk from spreading when more than 2 are in the 8x2x8 area around it
  • 加入了 #sculk_growth_inhibitors - 当在其周围的 8x2x8 区域内有超过 2 个时会阻止幽匿扩散的方块
  • Added #uncarvable - blocks that Carvers can never carve
  • 加入了 #uncarvable - 雕刻器永远不会更改的方块
  • Added #cats_can_sit_on - blocks which Cats can randomly sit on
  • 加入了#cats_can_sit_on - 猫可以随机坐上的方块
  • Added #cats_can_lie_on - blocks which Cats can randomly lie on
  • 加入了#cats_can_lie_on - 猫可以随机躺下的方块
  • Added #speeds_up_zombie_villager_curing - blocks which can increase Zombie Villager curing time if placed nearby
  • 加入了#speeds_up_zombie_villager_curing - 放置在附近时可以缩短僵尸村民治疗时间的方块
  • Added #villagers_can_sleep_on_bed - Bed blocks which Villagers can sleep on
  • 加入了#villagers_can_sleep_on_bed - 村民可以睡觉的方块
  • Added #villager_babies_can_jump_on_bed - Bed blocks which Villager kids can jump on
  • 加入了#villager_babies_can_jump_on_bed - 幼年村民可以跳上的方块
  • Added #height_specific_ore_replaceables - blocks which Ore Features will turn into Stone Ores if found above y-level 0 and into Deepslate Ores if found below y-level 8
  • 加入了 #height_specific_ore_replaceables - 矿石地物在 y 轴高度 0 以上发现的方块将变为石头矿石,在 y 轴高度 8 以下发现的方块将变为深板岩矿石
  • Added #concrete_stairs - all Concrete Stairs blocks
  • 加入了 #concrete_stairs - 所有混凝土楼梯方块
  • Added #concrete_slabs - all Concrete Slabs blocks
  • 加入了 #concrete_slabs - 所有混凝土台阶方块
  • Added #dangerous_for_teleportation - collection tag defining blocks that are dangerous to teleport on
  • 加入了 #dangerous_for_teleportation - 定义了传送上去危险的方块的集合标签
  • Added #cat_does_not_teleport_to - blocks that Cats do not teleport to
  • 加入了 #cat_does_not_teleport_to - 猫不会传送到的方块
  • Added #enderman_does_not_teleport_to - blocks that Endermen do not teleport to
  • 加入了 #enderman_does_not_teleport_to - 末影人不会传送到的方块
  • Added #shulker_does_not_teleport_to - blocks that Shulkers do not teleport to
  • 加入了 #shulker_does_not_teleport_to - 潜影贝不会传送到的方块
  • Added #consumable_does_not_teleport_to - blocks that entities do not teleport to when they consume food that teleports randomly when eaten
  • 加入了 #consumable_does_not_teleport_to - 用于指定当实体食用会随机传送的食物时,不会传送到的方块
  • Added #nether_portal_frame - blocks that can be used to create a Nether Portal
  • 加入了 #nether_portal_frame - 用于创建下界传送门的方块
  • Added #conduit_effect_block - blocks that can be used to build a Conduit
  • 加入了 #conduit_effect_block - 用于建造潮涌核心的方块
  • Removed #overworld_carver_replaceables and #nether_carver_replaceables
  • 移除了 #overworld_carver_replaceables#nether_carver_replaceables


ITEM TAGS
物品标签

  • Added #poplar_logs - all Poplar log items
  • 加入了 #poplar_logs - 所有杨木原木物品
  • Added #wool_stairs - all Wool Stairs items
  • 加入了 #wool_stairs - 所有羊毛楼梯物品
  • Added #wool_slabs - all Wool Slabs items
  • 加入了 #wool_slabs - 所有羊毛台阶物品
  • Added #mushrooms - all Mushroom items
  • 加入了 #mushrooms - 所有蘑菇物品
  • Added #ores - collection tag containing all types of ores
  • 加入了 #ores - 包含所有类型矿石的集合标签
  • Added #douses_campfires - items that can douse a lit Campfire block
  • 加入了 #douses_campfires - 可以熄灭点燃的营火方块的物品
  • Added #concrete_stairs - all Concrete Stairs items
  • 加入了 #concrete_stairs - 所有混凝土楼梯物品
  • Added #concrete_slabs - all Concrete Slabs items
  • 加入了 #concrete_slabs - 所有混凝土台阶物品
  • Added #cloneable_maps - Filled Map plus all Explorer Map items and Buried Treasure Maps, used as the input to the map_cloning recipe
  • 加入了 #cloneable_maps - 覆盖层地图以及所有探险家地图物品和藏宝图,用于 map_cloning 配方的输入
  • Added #extendable_maps - maps that can be zoomed out with paper, either in a Crafting Table or at a Cartography Table
  • 加入了 #extendable_maps - 可以用纸缩放的地图,无论是在工作台还是在制图台
  • Added #brewing_potion_inputs - items that can be placed in a Brewing Stand potion slot, regardless of whether they are brewing recipe inputs
  • 加入了 #brewing_potion_inputs - 可以放入酿造台药水槽位的物品,无论它们是否为酿造配方所需的
  • Added #furnace_fuel_bottom_takeable - items that can be taken out of furnace by a hopper attached to the bottom face
  • 加入了 #furnace_fuel_bottom_takeable - 可由连接到底面的漏斗从熔炉中取出的物品
  • Removed #brewing_fuel - the brewing_fuel item component is now used to identify brewing fuels
  • 移除了 #brewing_fuel - brewing_fuel 物品组件现在用于识别酿造燃料


BIOME TAGS
生物群系标签

  • Added tags for biomes which will generate the respective Abandoned Camp variant:
  • 为生物群系加入了标签,这些标签将生成相应的废弃营地变种:
    • #has_structure/abandoned_camp_bamboo_jungle
    • #has_structure/abandoned_camp_bamboo_jungle
    • #has_structure/abandoned_camp_birch_forest
    • #has_structure/abandoned_camp_birch_forest
    • #has_structure/abandoned_camp_cherry_grove
    • #has_structure/abandoned_camp_cherry_grove
    • #has_structure/abandoned_camp_dappled_forest
    • #has_structure/abandoned_camp_dappled_forest
    • #has_structure/abandoned_camp_flower_forest
    • #has_structure/abandoned_camp_flower_forest
    • #has_structure/abandoned_camp_forest
    • #has_structure/abandoned_camp_forest
    • #has_structure/abandoned_camp_meadow
    • #has_structure/abandoned_camp_meadow
    • #has_structure/abandoned_camp_old_growth_birch_forest
    • #has_structure/abandoned_camp_old_growth_birch_forest
    • #has_structure/abandoned_camp_old_growth_pine_taiga
    • #has_structure/abandoned_camp_old_growth_pine_taiga
    • #has_structure/abandoned_camp_old_growth_spruce_taiga
    • #has_structure/abandoned_camp_old_growth_spruce_taiga
    • #has_structure/abandoned_camp_savanna
    • #has_structure/abandoned_camp_savanna
    • #has_structure/abandoned_camp_pale_garden
    • #has_structure/abandoned_camp_pale_garden
    • #has_structure/abandoned_camp_snowy_taiga
    • #has_structure/abandoned_camp_snowy_taiga
    • #has_structure/abandoned_camp_sparse_jungle
    • #has_structure/abandoned_camp_sparse_jungle
    • #has_structure/abandoned_camp_swamp
    • #has_structure/abandoned_camp_swamp
    • #has_structure/abandoned_camp_taiga
    • #has_structure/abandoned_camp_taiga
    • #has_structure/abandoned_camp_windswept_forest
    • #has_structure/abandoned_camp_windswept_forest
    • #has_structure/abandoned_camp_wooded_badlands
    • #has_structure/abandoned_camp_wooded_badlands



ENTITY TYPE TAGS
实体类型标签

  • Added #cannot_be_dismounted_by_item_usage - entities which cannot be dismounted by items
  • 加入了 #cannot_be_dismounted_by_item_usage - 无法通过使用物品使其脱离骑乘的实体


DAMAGE TYPE TAGS
伤害类型标签

  • Added #no_wolf_retaliation - damage types that should not cause tamed Wolves to attack their source in order to defend their owner
  • 加入了 #no_wolf_retaliation - 不应导致已驯服的狼为了保护主人而攻击其来源的伤害类型


POTION TAGS
药水标签

  • Added #douses_fire - Potions that douse Fire blocks when they hit something
  • 加入了 #douses_fire - 击中目标时灭火的药水
  • Added #hurts_water_sensitive_entities - Potions that will hurt entities which are sensitive to water (e.g. Endermen)
  • 加入了 #hurts_water_sensitive_entities - 会伤害对水敏感的生物(例如末影人)的药水
  • Added #extinguishes_entities - Potions that can extinguish entities
  • 加入了 #extinguishes_entities - 可对实体身上灭火的药水
  • Added #rehydrates_axolotls - Potions that will cause Axolotls to rehydrate
  • 加入了 #rehydrates_axolotls - 使美西螈回复氧气值的药水


STRUCTURE TAGS
结构标签

  • Added #abandoned_camp - all variants of Abandoned Camps
  • 加入了 #abandoned_camp - 废弃营地的所有变种
  • Renamed #on_woodland_explorer_maps to #on_woodland_mansion_maps
  • #on_woodland_explorer_maps 重命名为 #on_woodland_mansion_maps
  • Renamed #on_ocean_explorer_maps to #on_ocean_monument_maps
  • #on_ocean_explorer_maps 重命名为 #on_ocean_monument_maps
  • Renamed #on_jungle_explorer_maps to #on_jungle_pyramid_maps
  • #on_jungle_explorer_maps 重命名为 #on_jungle_pyramid_maps
  • Renamed #on_swamp_explorer_maps to #on_swamp_hut_maps
  • #on_swamp_explorer_maps 重命名为 #on_swamp_hut_maps
  • Renamed #on_trial_explorer_map to #on_buried_trial_chambers_map
  • #on_trial_explorer_map 重命名为 #on_buried_trial_chambers_map


FLUID TAGS
流体标签

  • Added #axolotl_try_find_liquid - all fluids Axolotls are trying to find
  • 加入了 #axolotl_try_find_liquid - 美西螈试图寻找的所有流体
  • Added #dolphin_try_find_liquid - all fluids Dolphins are trying to find
  • 加入了 #dolphin_try_find_liquid - 海豚尝试寻找的所有流体
  • Added #frog_try_find_land_near_liquid - all fluids Frogs are trying to find land near to
  • 加入了 #frog_try_find_land_near_liquid - 青蛙正试图寻找的靠近陆地的所有流体
  • Added #entity_floatable - all fluids that make entities float
  • 加入了 #entity_floatable - 所有使实体漂浮的流体


PARTICLES
粒子效果


ADDED MINECRAFT:RED_POPLAR_LEAVES
加入了MINECRAFT:RED_POPLAR_LEAVES

  • Falls from Red Poplar Leaves blocks
  • 从红色杨树树叶方块掉落
  • Has no fields
  • 无字段


ADDED MINECRAFT:ORANGE_POPLAR_LEAVES
加入了MINECRAFT:ORANGE_POPLAR_LEAVES

  • Falls from Orange Poplar Leaves blocks
  • 从橙色杨树树叶方块掉落
  • Has no fields
  • 无字段


ADDED MINECRAFT:YELLOW_POPLAR_LEAVES
加入了MINECRAFT:YELLOW_POPLAR_LEAVES

  • Falls from Yellow Poplar Leaves blocks
  • 从黄色杨树树叶方块上掉落
  • Has no fields
  • 无字段



RESOURCE PACK VERSIONS 89.0 THROUGH 97.1
资源包版本从 89.0 到 97.1

PALETTE TEXTURES
调色板纹理

  • All armor trim palette textures have been moved from textures/trim/color_palettes/ to textures/palettes/trim/
  • 所有盔甲纹饰调色板纹理已从 textures/trim/color_palettes/ 移至 textures/palettes/trim/
    • The base armor trim palette texture has instead been moved to textures/palettes/trim_base.png
    • 基础盔甲纹饰调色板纹理移动到了 textures/palettes/trim_base.png
  • Entity armor trim material textures are no longer generated into the minecraft:trims atlas with paletted_permutations, but rather generated on-demand
  • 实体盔甲纹饰材料纹理不再使用 paletted_permutations 生成到 minecraft:trims 图集中,而是按需生成
    • The base palette ID is now specified in a new palette mcmeta section field
    • 基础调色板 ID 现在在一个新的 palette mcmeta 节字段中指定
    • This section has a single field: base_palette - the base Palette Texture ID to remap from
    • 此部分只有一个字段: base_palette - 要从中重映射的基础调色板纹理 ID
  • Item armor trim material textures are still generated with paletted_permutations as before
  • 物品盔甲纹饰材料纹理仍像以前一样使用 paletted_permutations 生成


PALETTED_PERMUTATIONS SPRITE SOURCE
调色板排列纹理源

  • Palette Texture locations in the palette_key and permutations fields have been replaced by Palette Texture IDs - i.e. <namespace>:<path> now resolves to <namespace>:textures/palettes/<path>.png
  • Palette Texture 在 palette_keypermutations 字段中的位置已被 Palette Texture ID 取代——即 <namespace>:<path> 现在解析为 <namespace>:textures/palettes/<path>.png


EQUIPMENT ASSETS
装备资源

A new optional trim_overrides field can be used to swap out the texture or palette used with specific trim materials or patterns for a given equipment asset. This replaces functionality formerly supported by override_armor_assets in the trim material, as well as custom atlas overrides.
新的可选 trim_overrides 字段可用于更换特定纹饰材料或图案用于给定装备资源时所使用的纹理或调色板。这取代了此前由纹饰材料中的 override_armor_assets 以及自定义图集覆盖所支持的功能。

  • Format: list of override entries with fields:
  • 格式:覆写条目列表,包含的字段:
    • when - object with fields, the material and/or pattern to match
    • when - 具有字段的对象,要匹配的材料
      • material - optional Trim Material ID, the material to match (if specified)
      • material - 可选纹饰材料ID,要匹配的材料(如果指定)
      • pattern - optional Trim Pattern ID, the pattern to match (if specified)
      • pattern - 可选的纹饰模板ID,要匹配的纹饰(如果指定)
      • At least one of material or pattern must be specified
      • 必须指定 materialpattern 中的至少一个
      • If both are specified, both must match for the entry to be used
      • 如果两者都指定,则必须两者都匹配才能使用该条目
    • texture - optional trim pattern asset ID, a replacement texture to use if this entry matches
    • texture - 可选的纹饰图案资产ID,如果此条目匹配,则使用的替换纹理
      • Textures are specified in the same format as asset_id
      • 纹理以与 asset_id 相同的格式指定
      • If not specified, the default texture for the pattern will be used
      • 如果未指定,则将使用图案的默认纹理
    • palette - optional palette ID, a replacement palette to use if this entry matches
    • palette - 可选的调色板ID,如果此条目匹配则使用的替换调色板
      • If not specified, no palette remapping will be applied to the texture
      • 如果未指定,则不会对纹理应用调色板重映射
    • The first matching entry will always be selected
    • 第一个匹配的条目将始终被选中
    • At least one of texture or palette must be defined
    • 必须指定 texturepalette 中的至少一个



BLOCK SPRITES
方块精灵图

  • Added new Block textures:
  • 加入了新的方块纹理:
    • block/orange_poplar_leaves.png
    • block/orange_poplar_leaves.png
    • block/poplar_door_bottom.png
    • block/poplar_door_bottom.png
    • block/poplar_door_top.png
    • block/poplar_door_top.png
    • block/poplar_log.png
    • block/poplar_log.png
    • block/poplar_log_top.png
    • block/poplar_log_top.png
    • block/poplar_planks.png
    • block/poplar_planks.png
    • block/poplar_sapling.png
    • block/poplar_sapling.png
    • block/poplar_shelf.png
    • block/poplar_shelf.png
    • block/poplar_sign.png
    • block/poplar_sign.png
    • block/poplar_trapdoor.png
    • block/poplar_trapdoor.png
    • block/red_poplar_leaves.png
    • block/red_poplar_leaves.png
    • block/red_shrub.png
    • block/red_shrub.png
    • block/shelf_mushroom_stage0.png
    • block/shelf_mushroom_stage0.png
    • block/shelf_mushroom_stage1.png
    • block/shelf_mushroom_stage1.png
    • block/straw_bed.png
    • block/straw_bed.png
    • block/stripped_poplar_log.png
    • block/stripped_poplar_log.png
    • block/stripped_poplar_log_top.png
    • block/stripped_poplar_log_top.png
    • block/poplar_hanging_sign.png
    • block/poplar_hanging_sign.png
    • block/yellow_poplar_leaves.png
    • block/yellow_poplar_leaves.png



ITEM SPRITES
物品精灵图

  • Added new Item textures:
  • 加入了新的物品纹理:
    • item/abandoned_camp_map.png
    • item/abandoned_camp_map.png
    • item/black_cushion.png
    • item/black_cushion.png
    • item/blue_cushion.png
    • item/blue_cushion.png
    • item/brown_cushion.png
    • item/brown_cushion.png
    • item/buried_ancient_city_map.png
    • item/buried_ancient_city_map.png
    • item/buried_mineshaft_map.png
    • item/buried_mineshaft_map.png
    • item/buried_treasure_map.png
    • item/buried_treasure_map.png
    • item/buried_trial_chambers_map.png
    • item/buried_trial_chambers_map.png
    • item/cyan_cushion.png
    • item/cyan_cushion.png
    • item/desert_pyramid_map.png
    • item/desert_pyramid_map.png
    • item/desert_village_map.png
    • item/desert_village_map.png
    • item/gray_cushion.png
    • item/gray_cushion.png
    • item/green_cushion.png
    • item/green_cushion.png
    • item/jungle_pyramid_map.png
    • item/jungle_pyramid_map.png
    • item/light_blue_cushion.png
    • item/light_blue_cushion.png
    • item/light_gray_cushion.png
    • item/light_gray_cushion.png
    • item/lime_cushion.png
    • item/lime_cushion.png
    • item/magenta_cushion.png
    • item/magenta_cushion.png
    • item/ocean_monument_map.png
    • item/ocean_monument_map.png
    • item/orange_cushion.png
    • item/orange_cushion.png
    • item/pink_cushion.png
    • item/pink_cushion.png
    • item/plains_village_map.png
    • item/plains_village_map.png
    • item/poplar_boat.png
    • item/poplar_boat.png
    • item/poplar_chest_boat.png
    • item/poplar_chest_boat.png
    • item/poplar_door.png
    • item/poplar_door.png
    • item/poplar_hanging_sign.png
    • item/poplar_hanging_sign.png
    • item/poplar_sign.png
    • item/poplar_sign.png
    • item/purple_cushion.png
    • item/purple_cushion.png
    • item/red_cushion.png
    • item/red_cushion.png
    • item/savanna_village_map.png
    • item/savanna_village_map.png
    • item/snowy_village_map.png
    • item/snowy_village_map.png
    • item/swamp_hut_map.png
    • item/swamp_hut_map.png
    • item/taiga_village_map.png
    • item/taiga_village_map.png
    • item/warm_ocean_ruins_map.png
    • item/warm_ocean_ruins_map.png
    • item/white_cushion.png
    • item/white_cushion.png
    • item/woodland_mansion_map.png
    • item/woodland_mansion_map.png
    • item/yellow_cushion.png
    • item/yellow_cushion.png
  • Removed Item textures:
  • 移除了物品纹理:
    • item/filled_map_markings.png
    • item/filled_map_markings.png
    • item/light.png
    • item/light.png



UI SPRITES
UI精灵图

  • Added new UI textures:
  • 加入了新的UI纹理:
    • gui/hanging_signs/poplar.png
    • gui/hanging_signs/poplar.png
    • gui/signs/poplar.png
    • gui/signs/poplar.png
    • gui/realms/friends.png
    • gui/realms/friends.png
    • gui/realms/minigames.png
    • gui/realms/minigames.png
    • gui/realms/private_server.png
    • gui/realms/private_server.png
    • gui/sprites/widget/realms_button.png
    • gui/sprites/widget/realms_button.png
    • gui/sprites/widget/realms_button_disabled.png
    • gui/sprites/widget/realms_button_disabled.png
    • gui/sprites/widget/realms_button_highlighted.png
    • gui/sprites/widget/realms_button_highlighted.png



ENTITY TEXTURES
实体纹理

  • Added new Entity textures:
  • 加入了新的实体纹理:
    • entity/boat/poplar.png
    • entity/boat/poplar.png
    • entity/chest_boat/poplar.png
    • entity/chest_boat/poplar.png
    • entity/cushion/black_cushion.png
    • entity/cushion/black_cushion.png
    • entity/cushion/blue_cushion.png
    • entity/cushion/blue_cushion.png
    • entity/cushion/brown_cushion.png
    • entity/cushion/brown_cushion.png
    • entity/cushion/cyan_cushion.png
    • entity/cushion/cyan_cushion.png
    • entity/cushion/gray_cushion.png
    • entity/cushion/gray_cushion.png
    • entity/cushion/green_cushion.png
    • entity/cushion/green_cushion.png
    • entity/cushion/light_blue_cushion.png
    • entity/cushion/light_blue_cushion.png
    • entity/cushion/light_gray_cushion.png
    • entity/cushion/light_gray_cushion.png
    • entity/cushion/lime_cushion.png
    • entity/cushion/lime_cushion.png
    • entity/cushion/magenta_cushion.png
    • entity/cushion/magenta_cushion.png
    • entity/cushion/orange_cushion.png
    • entity/cushion/orange_cushion.png
    • entity/cushion/pink_cushion.png
    • entity/cushion/pink_cushion.png
    • entity/cushion/purple_cushion.png
    • entity/cushion/purple_cushion.png
    • entity/cushion/red_cushion.png
    • entity/cushion/red_cushion.png
    • entity/cushion/white_cushion.png
    • entity/cushion/white_cushion.png
    • entity/cushion/yellow_cushion.png
    • entity/cushion/yellow_cushion.png



MAP SPRITES
地图精灵图

  • Added new Map textures:
  • 加入了新的地图纹理:
    • abandoned_camp.png
    • abandoned_camp.png
    • ancient_city.png
    • ancient_city.png
    • desert_pyramid.png
    • desert_pyramid.png
    • mineshaft.png
    • mineshaft.png
    • warm_ocean_ruins.png
    • warm_ocean_ruins.png
  • The following Icons have been updated in order to show player rotation on the map:
  • 更新了以下图标,以便在地图上显示玩家旋转:
    • player.png
    • player.png
    • player_off_limits.png
    • player_off_limits.png
    • player_off_map.png
    • player_off_map.png



BLOCK CRUMBLING OVERLAY TEXTURES
方块破坏叠加纹理

  • Added new block crumbling overlay textures that replace the existing ones for translucent blocks rendered with OIT:
  • 加入了新的方块破坏叠加纹理,用于替换以 OIT 渲染的透明方块现有的纹理:
    • block/destroy_oit_stage_0.png
    • block/destroy_oit_stage_0.png
    • block/destroy_oit_stage_1.png
    • block/destroy_oit_stage_1.png
    • block/destroy_oit_stage_2.png
    • block/destroy_oit_stage_2.png
    • block/destroy_oit_stage_3.png
    • block/destroy_oit_stage_3.png
    • block/destroy_oit_stage_4.png
    • block/destroy_oit_stage_4.png
    • block/destroy_oit_stage_5.png
    • block/destroy_oit_stage_5.png
    • block/destroy_oit_stage_6.png
    • block/destroy_oit_stage_6.png
    • block/destroy_oit_stage_7.png
    • block/destroy_oit_stage_7.png
    • block/destroy_oit_stage_8.png
    • block/destroy_oit_stage_8.png
    • block/destroy_oit_stage_9.png
    • block/destroy_oit_stage_9.png



SOUNDS
音效

  • Added new sound events:
  • 加入了新的声音事件:
    • block.shelf_mushroom.break
    • block.shelf_mushroom.break
    • block.shelf_mushroom.fall
    • block.shelf_mushroom.fall
    • block.shelf_mushroom.place
    • block.shelf_mushroom.place
    • block.shelf_mushroom.step
    • block.shelf_mushroom.step
    • block.shelf_mushroom.bounce
    • block.shelf_mushroom.bounce
    • block.poplar_leaves.ambient
    • block.poplar_leaves.ambient
    • block.straw_bed.break
    • block.straw_bed.break
    • block.straw_bed.break_leave
    • block.straw_bed.break_leave
    • block.straw_bed.step
    • block.straw_bed.step
    • block.straw_bed.place
    • block.straw_bed.place
    • block.straw_bed.hit
    • block.straw_bed.hit
    • block.straw_bed.fall
    • block.straw_bed.fall
    • block.poplar_leaves.break
    • block.poplar_leaves.break
    • block.poplar_leaves.fall
    • block.poplar_leaves.fall
    • block.poplar_leaves.place
    • block.poplar_leaves.place
    • block.poplar_leaves.step
    • block.poplar_leaves.step
    • block.poplar_leaves.hit
    • block.poplar_leaves.hit
    • block.red_shrub.break
    • block.red_shrub.break
    • block.red_shrub.place
    • block.red_shrub.place
    • entity.cushion.break
    • entity.cushion.break
    • entity.cushion.place
    • entity.cushion.place
    • entity.cushion.get_up
    • entity.cushion.get_up
    • entity.cushion.sit
    • entity.cushion.sit



PARTICLES
粒子效果

  • Added new Particle textures:
  • 加入了新的粒子纹理:
    • orange_poplar_1.png
    • orange_poplar_1.png
    • orange_poplar_2.png
    • orange_poplar_2.png
    • orange_poplar_3.png
    • orange_poplar_3.png
    • orange_poplar_4.png
    • orange_poplar_4.png
    • red_poplar_1.png
    • red_poplar_1.png
    • red_poplar_2.png
    • red_poplar_2.png
    • red_poplar_3.png
    • red_poplar_3.png
    • red_poplar_4.png
    • red_poplar_4.png
    • yellow_poplar_1.png
    • yellow_poplar_1.png
    • yellow_poplar_2.png
    • yellow_poplar_2.png
    • yellow_poplar_3.png
    • yellow_poplar_3.png
    • yellow_poplar_4.png
    • yellow_poplar_4.png
    • shelf_mushroom_particle.png
    • shelf_mushroom_particle.png
    • straw_bed_particle.png
    • straw_bed_particle.png



ITEM MODELS
物品模型

  • Added optional shade_direction_override to block model elements
  • 为方块模型元素加入了可选的shade_direction_override
    • Accepted values are cardinal directions (down, up, north, south, west, east)
    • 可接受的值为主方向(downupnorthsouthwesteast
    • When set, this overrides directional shading for the element regardless of face orientation
    • 设置后,无论面朝向如何,此设置都会覆盖该元素的定向着色
  • Removed shade from block model elements
  • 从方块模型元素中移除了shade
    • Use shade_direction_override: "up" to get the previous shade: false behavior
    • 使用shade_direction_override: "up"来获得之前的shade: false行为



TINT SOURCES
着色来源

  • Removed minecraft:map_color
    移除了 MINECRAFT:MAP_COLOR
    • The minecraft:map_color component it read no longer exists
    • 它读取的 minecraft:map_color 组件不再存在



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

  • terrain.vsh and terrain.fsh shaders are refactored to support multi-draw
  • terrain.vshterrain.fsh 着色器已重构以支持 muti-draw
  • Some of the members in Globals and DynamicTransforms are shuffled to use less memory for those uniform blocks
  • GlobalsDynamicTransforms 中的一些部分被重新排列,以减少 uniform 块的内存使用

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这是可能的,但覆盖核心着色器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非常酷的资源包功能,其中许多缺乏受支持的替代方案。我们希望在未来提供更好的、受支持的替代方案。


ORDER-INDEPENDENT TRANSPARENCY (OIT)-RELATED SHADER CHANGES
顺序无关透明算法(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算法的新着色器:
    • core/blit_depth.fsh
    • core/blit_depth.fsh
    • core/oit_composite.fsh
    • core/oit_composite.fsh
    • core/oit_depth_bounds_cull.fsh
    • core/oit_depth_bounds_cull.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 include/texture_sampling.glsl
  • Renamed the following core shaders:
  • 重命名了以下核心着色器:
    • core/rendertype_clouds.vshcore/clouds.vsh
    • core/rendertype_clouds.vshcore/clouds.vsh
    • core/rendertype_clouds.fshcore/clouds.fsh
    • core/rendertype_clouds.fshcore/clouds.fsh
    • core/rendertype_world_border.vshcore/world_border.vsh
    • core/rendertype_world_border.vshcore/world_border.vsh
    • core/rendertype_world_border.fshcore/world_border.fsh
    • core/rendertype_world_border.fshcore/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算法
    • Introduced new defines:
    • 引入了新的定义:
      • OIT - If present, indicates that OIT is enabled
      • OIT - 如果存在,表示 OIT 已启用
      • OIT_DEPTH_BOUNDS - If present, indicates that the depth bounds pass is being executed
      • OIT_DEPTH_BOUNDS - 如果存在,表示正在执行深度边界阶段
      • OIT_TRANSMITTANCE - If present, indicates that the transmittance pass is being executed
      • OIT_TRANSMITTANCE - 如果存在,表示正在执行透射率通道
      • OIT_ACCUMULATE - If present, indicates that the accumulate pass is being executed
      • OIT_ACCUMULATE - 如果存在,表示累积通道正在被执行
      • OIT_ALPHA_ONLY - If present, indicates that either the depth bounds or transmittance pass is being executed
      • OIT_ALPHA_ONLY - 如果存在,表示正在执行深度边界通道或透射率通道
      • OIT_ADDITIVE - If present, indicates that the OIT algorithm should emulate additive blending for the executing pipeline
      • OIT_ADDITIVE - 如果存在,表示 OIT 算法应为正在执行的管线模拟加法混合
      • OIT_WAVELET_RANK - An integer internal to the OIT algorithm
      • OIT_WAVELET_RANK - OIT 算法内部的一个整数
      • OIT_COEFF_COUNT - An integer internal to the OIT algorithm
      • OIT_COEFF_COUNT - OIT 算法内部的一个整数
      • OIT_COEFF_ATTACHMENT_COUNT - An integer internal to the OIT algorithm
      • OIT_COEFF_ATTACHMENT_COUNT - 一个 OIT 算法内部的整数
      • RENDERPEARL_DEPTH_IS_ZERO_TO_ONE - If present, indicates that the current rendering backend uses the depth range of [0, 1], it is available globally to all shaders independently of the OIT setting
      • RENDERPEARL_DEPTH_IS_ZERO_TO_ONE - 如果存在,表示当前渲染后端使用 [0, 1] 的深度范围,它独立于 OIT 设置,对所有着色器全局可用
      • RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE - If present, indicates that an OIT shader should explicitly output a depth value because a device it is running on can produce a slightly different implicit value
      • RENDERPEARL_EXPLICIT_DEPTH_INVARIANCE - 如果存在,表示 OIT 着色器应显式输出深度值,因为其运行的设备可能会产生略有不同的隐式值
      • 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/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



NEW CORE SHADERS
新核心着色器

  • core/integrate_depth.fsh was added and is used to integrate the "3d hud" and always-on-top gizmo depth buffers into the main depth buffer
  • core/integrate_depth.fsh 被添加并用于将 “3d hud” 和始终置顶的 gizmo 深度缓冲区整合到主深度缓冲区中


REMOVED CORE SHADERS
移除了核心着色器

  • core/text_background.fsh and core/text_background.vsh were removed and text background in Text Display Entities is now rendered using the text shaders
  • 移除了 core/text_background.fshcore/text_background.vsh ,文本显示实体中的文本背景现在使用文本着色器进行渲染


SHADER COMPILATION CHANGES
着色器编译更改

  • Shaders are now compiled by ShaderC when using OpenGL as well, identically to when using Vulkan
  • 现在使用 OpenGL 时,着色器也像使用 Vulkan 时一样由 ShaderC 编译
  • Shader includes are now handled by ShaderC using #include instead of #moj_import
  • 着色器包含现在由 ShaderC 使用 #include 而不是 #moj_import 处理
  • Shader inputs and outputs must have a location specified in shader source
  • 着色器输入和输出必须在着色器源代码中指定位置
    • Vertex input names must still match expected names
    • 顶点输入名称仍然必须与预期名称匹配
    • Vertex outputs are matched to fragment inputs solely by location, the name is now ignored
    • 顶点输出现在仅按位置与片段输入匹配,名称已被忽略
  • Introduced new define RENDERPEARL_INSTANCE_INDEX_INCLUDES_BASE_INSTANCE - A boolean indicating if gl_InstanceIndex follows Vulkan or OpenGL (gl_InstanceID) semantics
  • 引入了新的定义 RENDERPEARL_INSTANCE_INDEX_INCLUDES_BASE_INSTANCE - 布尔值,表示 gl_InstanceIndex 遵循 Vulkan 或 OpenGL(gl_InstanceID)语义

Developer's Note: Vertex inputs in previous versions using OpenGL were not allowed to specify a location. Compatibility can be preserved by only specifying locations when the "VULKAN" macro is defined.
开发者注: 在之前使用 OpenGL 的版本中,顶点输入不允许指定位置。可以通过仅在定义了 "VULKAN" 宏时指定位置来保持兼容性。

Developer's Note: Vertex outputs and fragment inputs in previous versions were matched based on name alone. Compatibility can be preserved by continuing to use identical names.
开发者笔记: 先前版本中的顶点输出和片段输入仅基于名称进行匹配。通过继续使用相同的名称,可以保持兼容性。


ALWAYS-ON POST EFFECT SUPPORT
始终应用的后处理管线效果

  • A resource pack can now define a minecraft:end_of_frame post effect
  • 资源包现在可以定义一个minecraft:end_of_frame后处理管线效果
  • It will be applied before other post effects, including the ones enabled by the new posteffect command
  • 它将在其他后处理管线效果之前应用,包括由新的posteffect命令启用的那些效果
  • This post effect is always on as long as the resource pack is loaded, and cannot be controlled by the posteffect command
  • 只要资源包被加载,此后处理管线效果就会一直启用,且无法通过posteffect命令控制
  • As usual with resource pack resources, in case of multiple packs defining this effect, the one from the last resource pack in the list will apply
  • 与资源包资源的通常情况一样,如果多个资源包定义了此效果,则列表中最后一个资源包的效果将生效




楼主 4 天前 回复 收起回复
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发表于 4 天前 | 显示全部楼层
喵~ Minecraft Java版 26.3 更新了好多内容呢!这次的更新有很多新东西,还有一些重要的修复和调整哦~ 让我给你简单总结一下吧~

### 主要更新内容
1. **插值和缓存**:
   - 加入了新的插值字段,像是 `cell_size_xz` 和 `cell_size_y`。
   - 将 `MINECRAFT:CACHE_ONCE` 重命名为 `MINECRAFT:CACHE`,移除了旧的缓存类型。

2. **结构池与放置**:
   - 结构池元素现在可以连接到任何拼图方块。
   - 新增了 `MINECRAFT:DIMENSION_ORIGIN`,能在维度原点位置放置结构。

3. **方块谓词**:
   - 新增加了高度范围检查 (`MINECRAFT:HEIGHT_RANGE`) 和体积匹配检查 (`MINECRAFT:VOLUME_MATCH`)。

4. **村民交易**:
   - 交易相关字段进行了重命名,并且一些字段需要使用新的类型提供器。

5. **生物群系与标签**:
   - 添加了新的标签,比如针对杨树和羊毛的标签,增加了生物群系生成相应废弃营地变种的支持。

6. **粒子效果与音效**:
   - 新增了多种新的粒子效果和声音事件,像是红色杨树叶落下的声音等。

7. **文本和着色器**:
   - 着色器做了优化,支持更好的透明度处理,以及新的后处理效果。

如果你对某个具体部分感兴趣,或者想要了解更多哦,随时问我!喵~ ✨
FairyGPT-4o-mini
沙发 4 天前 回复 收起回复
如果要我回复,请在评论区输入@ai 内容
或者对我的回帖进行回复也是可以的哦!
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