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发布时间:2020-09-04 13:25 来源:苦力怕论坛 作者:Minecraft杰布 编辑:潘东子
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Striders now have a separate texture mapping for each leg, and their leg textures are properly mirrored
现在,炽足兽的每条腿都有一个单独的材质贴图,并且它们的腿的材质现在被正确反转
Created an updated biomes_client.json file for 1.16.100 that links each biome to a fog definition identifier
为1.16.100版本创建了一个更新的biomes_client.json文件,将每个生物群系与每个雾定义标识符相链接
Created /fog command for managing active fog settings for players; these fog settings override fog driven from the client such as biome location of player camera
加入了/fog命令,用于管理玩家的活动雾设置;这些雾设置管理从客户端驱动的雾,例如玩家视野中的的生物群系背景雾
Created a json file for each fog definition which contains the new "fog_start", "fog_end", "fog_color", and "render_distance_type" settings for parity with previous data and hardcoded values
为每个雾定义创建一个json文件,该文件包含新的“fog_start”、“fog_end”、“fog_color”和“render_distance_type”设置,以便与以前的数据和硬编码值进行版本大一统检查
Added child object "volumetric" which contains "density" and "media_coefficients" objects. These hold the data values used for the volumetric fog
添加了包含“密度”和“介质系数”对象的子对象“体积”。这些包含体积雾的数据值
This beta includes Render Dragon on W10
这个测试版包括W10上的Render Dragon
This beta includes OpenXR for W10 VR
这个测试版包括W10 VR上的Open XR
While we are in the process of reworking the VR part of the codebase to work with RenderDragon, there will be optimizations that have not yet been ported to the new rendering system. Until we have finished, you may encounter performance differences in various gameplay scenarios, but we are excited to make this transition and bring you even more improvements in the future
虽然我们正在重新编写代码库的VR部分来使用RenderDragon,但仍有一些优化尚未移植到新的渲染系统中。在我们完成之前,您可能会在各种游戏场景中遇到性能差异,但是我们很高兴能够进行这种转换,并在将来为您带来更多的改进
For W10 VR, the input work is still in progress, including for mouse input
对于W10 VR,输入工作仍在进行中,包括鼠标输入
Oculus players may experience issues with suspending and resuming the game
Oculus玩家在暂停和恢复游戏时遇到的问题
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