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Combined MCEdit & Pymclevel repository.

Home Page: http://podshot.github.io/MCEdit-Unified/

License: ISC License

Python 99.56% Shell 0.06% Batchfile 0.02% C++ 0.36%
minecraft mcedit python nbt

mcedit-unified's Introduction

MCEdit-Unified

MCEdit-Unified is an updated fork of the original MCEdit by Codewarrior. The previous license still applies. MCEdit-Unified is an open-source, BSD-licensed world editor for the viral indie hit Minecraft. For downloads and update info, visit the official website at podshot.github.io/MCEdit-Unified. The rest of this file is intended for computer programmers, Linux/Mac users, and those who wish to run from source.

Localisation

This version implements localisation functions. The resource files are located in the 'lang' folder for MCEdit UI.

Custom brushes and filters can be also translated, provided a folder named like the base name of the brush/filter file (without the '.py' extension) can be found alongside the file and contains the resources. These resources have to be built with the same rules than MCEdit ones.

The UI fixed character strings can appear in users native language by simply editing translation files. It is also possible to (re)build the language template and files and to use custom fonts.

See TRANSLATION.txt for further details.

Developers don't have to tweak their code so much. The only modifications concern strings which need text formatting or concatenation. See README.txt in albow subfolder for further information.

-- D.C.-G. (LaChal)

Random splash screens

MCEdit now displays random splash screens at startup.

You can make your own and add it in the splashes folder. The name of the file does not matter. Just pay attention it is a PNG image.

There isn't any MCEdit setting to enable or disable this feature for now. The splash file in the MCEdit install folder handles it. It is a plain text file, and it contains the name of an image to be used as a splash screen.

To unactivate the random splash screens, edit the splash file and delete its content. If you delete the file, it will be generated again, and the feature will be activated.

Running from source

Requirements

These programs and packages are required:

General

  • git
  • Python 2.7+ (Python 3 is unsupported)
    • If you use Unicode characters in any of your file paths, you need to use 2.7.14
  • virtualenv (not strictly required, but highly recommended)

Python packages

  • pygame 1.9.4
  • PyOpenGL 3.1.1a1
  • PyOpenGL-accelerate 3.1.1a1
  • numpy 1.15.0
  • Pillow 5.2.0
  • cython 0.28.4
  • python-xlib 0.14
  • ftputil 3.4 (Optional, but FTP server support will be disabled without it)
  • pyClark (Optional, but error reporting will be disabled without it)

On Windows, these are also required (Either one works, pypiwin32 is recommended):

  • pywin32
  • pypiwin32

1. Clone repo

Clone the repo (recursively, to also clone submodules):

git clone --recursive https://github.com/Podshot/MCEdit-Unified

2. Install dependencies

Linux

On Linux, these may be installed at the system level with your distro package manager.

If they are not available, you can install them using pip install --user PACKAGE. In this case, you should set up the virtualenv first, like this:

cd MCEdit-Unified  # Enter the repo directory
virtualenv virtualenv  # Create new virtualenv in "virtualenv" directory
source virtualenv/bin/activate  # Deactivate by running "deactivate" when done

Note about python-xlib: Some Linux distros do not have version 0.14 of python-xlib. In this case, you should install it with pip (either in a virtualenv, or after removing the system package).

Debian/Ubuntu

On Debian and Ubuntu, the Python packages may be installed from distro repositories like this:

sudo apt-get install python-opengl python-pygame python-yaml python-numpy python-xlib

Mac OS X and Windows

The Python packages may be installed using pip install --user PACKAGE.

3. Run

Linux

Run mcedit.sh.

Windows

Run python mcedit.py.

BUILDING NBT AND PNG SUPPORT

Please, mind to adapt the following information according to your operating system!

DEPENDENCIES

To build these libaries, you'll need Cython 0.21 and setuptools.

First, install or update setuptools:

Then, install Cython:

pip install cython==0.21.2

SETUP SCRIPT

This script is intended to be run in a shell opened in MCEdit-Unified folder.

It takes arguments on the command line to work correctly. Invoke it like this:

python setup.py <argument> [argument [argument [...]]]

Without argument, it will fail. (And let you know...)

Use the all argument to build all the libraries the script can handle.
The nbt one will build only the NBT support.
The png one will build only the PNG support.
The help one can, ehhh, help...

After the NBT support is built, you can run a very simple test:

python setuptest.py

Pocket Edition Support

MCPE support requires a special library. MCEdit will run without it, but you will not be able to edit Pocket worlds.

This library is embeded in the packages for OSX and Windows, and will mostly work.

On Linux systems, it is necessary to compile the library, because it requires to be linked to zlib one on the system. It may be necessary to compile zlib specifically for the PE support if the one on the system is not compatible. (It may also happen this library is not on the system...)

The Python script setup_leveldb.py in the pymclevel directory wuill build the PE support, and the zlib library when needed. Read INSTALL_LEVELDB in the pymclevel directory for more information.

Note that, if you use the installer for Linux, this script is used during installation to build the library.

([[Compilation on Windows and OSX part to be written.]])

It is possible to enable a debug mode for PE support by running MCEdit with the --debug-pe option on the command line. Some messages will be displayed in the console. A lot of information will be stored in a dump_pe.txt file. This file can be very big, so be carefull with this debug mode! You can use this option several times to get more information in the file. Currently, using this option more than 2 times will have no effect.

New features test mode

Some unfinished features and fixes may be included in future MCEdit-Unified releases, this inactive code can be activated using the process below. Use at your own risk.

To use:

  • Open your operating system's command console.
  • Go to the directory where MCEdit is installed (Mac users need to open their .app file).
  • Create a text file named new_features.def
  • In this file, add a feature per line. (Unfinished features/fixes are available on request from the developers))
  • Run MCEdit-Unified with the command line option --new-features

These 'new features' will change during the program development. Features may be added or removed at will and may not work at all, most will eventually end up in a release as a normal feature. No documentation is provided for them, except in the code source itself.

We recommend you to use this only if you have at least some familiarity with programming and source code, or if requested by a developer. We highly recommend backing up your worlds (and even the whole game) before using this function, even if requested by the devs.

mcedit-unified's People

Contributors

abejellinek avatar alphapapa avatar ezfe avatar freundtech avatar gentlegiantjgc avatar isawan avatar khroki avatar l3ice avatar lachal avatar marcono1234 avatar martinhanzik avatar mertenf avatar mestrelion avatar mg-5 avatar naor2013 avatar nerocat avatar neui avatar nomadictype avatar paigeweber13 avatar podshot avatar robske110 avatar rubisk avatar skinnybat avatar stealthyexpertx avatar superusercode avatar trazlander avatar tropicsapling avatar violine1101 avatar vongola12324 avatar waldyrious avatar

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mcedit-unified's Issues

Fix translations on certain configurations

Throws a font error if set to french and doesn't load the translations, returning to en_US corrects the font errors. May have to do with encodings. Happens for Traz and myself at least.
untitled

Crash on Launch

Running in fixed mode. Support files are in your App Support Folder (Available from the main menu of MCEdit)
objc[41378]: Class SDLTranslatorResponder is implemented in both /usr/local/lib/libSDL-1.2.0.dylib and /Library/Frameworks/SDL.framework/Versions/A/SDL. One of the two will be used. Which one is undefined.
objc[41378]: Class SDL_QuartzView is implemented in both /usr/local/lib/libSDL-1.2.0.dylib and /Library/Frameworks/SDL.framework/Versions/A/SDL. One of the two will be used. Which one is undefined.
objc[41378]: Class SDL_QuartzWindowDelegate is implemented in both /usr/local/lib/libSDL-1.2.0.dylib and /Library/Frameworks/SDL.framework/Versions/A/SDL. One of the two will be used. Which one is undefined.
objc[41378]: Class SDL_QuartzWindow is implemented in both /usr/local/lib/libSDL-1.2.0.dylib and /Library/Frameworks/SDL.framework/Versions/A/SDL. One of the two will be used. Which one is undefined.
2014-10-22 08:11:17.247 Python[41378:605252] ApplePersistenceIgnoreState: Existing state will not be touched. New state will be written to /var/folders/4d/7dt7x65n647b7m3fvthb5xjh0000gn/T/org.python.python.savedState
mcedit.py:907: RuntimeWarning: use font: dlopen(/Library/Python/2.7/site-packages/pygame-1.9.2a0-py2.7-macosx-10.10-intel.egg/pygame/font.so, 2): Library not loaded: /usr/local/lib/libfreetype.6.dylib
  Referenced from: /usr/local/lib/libSDL_ttf-2.0.0.dylib
  Reason: image not found
(ImportError: dlopen(/Library/Python/2.7/site-packages/pygame-1.9.2a0-py2.7-macosx-10.10-intel.egg/pygame/font.so, 2): Library not loaded: /usr/local/lib/libfreetype.6.dylib
  Referenced from: /usr/local/lib/libSDL_ttf-2.0.0.dylib
  Reason: image not found)
  pygame.font.init()
Traceback (most recent call last):
  File "mcedit.py", line 1102, in <module>
    sys.exit(main(sys.argv))
  File "mcedit.py", line 907, in main
    pygame.font.init()
  File "/Library/Python/2.7/site-packages/pygame-1.9.2a0-py2.7-macosx-10.10-intel.egg/pygame/__init__.py", line 102, in __getattr__
    raise NotImplementedError(MissingPygameModule)
NotImplementedError: font module not available
(ImportError: dlopen(/Library/Python/2.7/site-packages/pygame-1.9.2a0-py2.7-macosx-10.10-intel.egg/pygame/font.so, 2): Library not loaded: /usr/local/lib/libfreetype.6.dylib
  Referenced from: /usr/local/lib/libSDL_ttf-2.0.0.dylib
  Reason: image not found)

Rotate Error

When trying to rotate assorted schematics it is giving an error:

Error during <function rotate at 0x000000000B8546D8>:KeyError('Key Facing not found',)

World Editor Crash

Traceback (most recent call last):
  File "mcedit.py", line 1102, in <module>
    sys.exit(main(sys.argv))
  File "mcedit.py", line 945, in main
    MCEdit.main()
  File "mcedit.py", line 839, in main
    rootwidget.run()
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/root.py", line 110, in run
    self.run_modal(None)
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/root.py", line 164, in run_modal
    self.gl_draw_all(self, (0, 0))
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/widget.py", line 734, in gl_draw_all
    subwidget.gl_draw_all(root, suboffset)
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/widget.py", line 734, in gl_draw_all
    subwidget.gl_draw_all(root, suboffset)
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/widget.py", line 734, in gl_draw_all
    subwidget.gl_draw_all(root, suboffset)
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/widget.py", line 734, in gl_draw_all
    subwidget.gl_draw_all(root, suboffset)
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/widget.py", line 731, in gl_draw_all
    self.gl_draw_self(root, offset)
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/openglwidgets.py", line 22, in gl_draw_self
    self.gl_draw_viewport()
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/albow/openglwidgets.py", line 28, in gl_draw_viewport
    self.gl_draw()
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/leveleditor.py", line 1400, in gl_draw
    self.render()
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/leveleditor.py", line 1418, in render
    self.editor.renderer.draw()
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/renderer.py", line 2952, in draw
    self.level.materials.terrainTexture.bind()
  File "/Users/ezekielelin/Library/Mobile Documents/com~apple~CloudDocs/Developer/MCEdit/glutils.py", line 204, in bind
    GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID)
  File "/Library/Python/2.7/site-packages/OpenGL/error.py", line 232, in glCheckError
    baseOperation = baseOperation,
OpenGL.error.GLError: GLError(
    err = 1282,
    description = 'invalid operation',
    baseOperation = glBindTexture,
    cArguments = (GL_TEXTURE_2D, 3L)
)

pymclevel: Support retrieving/setting a column's biome id.

Support retrieving/setting a column's biome id in the pymclevel component. This has been stored in the chunk files since anvil.

This would be handy for tools built on pymclevel. It would allow mcdungeon to eliminate old code from the overviewer project which is just used to retrieve the biome. It could also find use in MCEdit itself.

When transparent block are clicked, the block behind it is selected instead.

How to replicate:
Plop down a transparent block (glass, spawner, etc. ).
Move your mouse over the transparent area on the texture.
The selection should be behind the transparent block.

Why it happens
Currently, calculating the block is selected uses the opengl function glReadPixels() to determine the depth of the block face from the camera. The problem is that glReadPixels() can't pick up the transparent areas.

Potential fix
We could write a ray tracer to detect the block, although I suspect that could be quite a performance hit depending on the implementation.

scoreboard library bug

When I tested the Test.py, I got this mess:

Creating options for  <module 'Test' from 'C:\Users\des\Downloads\MCEd
it.v1.1.0.1.Win.64bit\MCEdit-filters\Test.pyc'>
Traceback (most recent call last):
  File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\editortools.filter", line 37,
in _func
  File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\editortools.filter", line 461,
 in confirm
  File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\leveleditor", line 3470, in ad
dOperation
  File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\leveleditor", line 3476, in pe
rformWithRetry
  File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\editortools.filter", line 329,
 in perform
  File "C:\Users\des\Downloads\MCEdit.v1.1.0.1.Win.64bit\MCEdit-filter
s\Test.py", line 31, in perform
    print dir(level.scoreboard.Objectives)
AttributeError: 'MCInfdevOldLevel' object has no attribute 'scoreboard'

Exporting a Schematic sometimes stripes selector arguments

Type a command like this into a command block:

/execute @a[rxm=0,rx=90,rym=150,ry=164,score_shooting_min=1,score_shooting=1] ~ ~ ~ /summon FallingSand ~0 ~0 ~-1 {TileID:121,Time:0,Motion:[-0.07419218956,0.072165379808,-0.183632113006]}

and export the command block as a .schematic. The command block in the .schematic now has the command of:

/execute @a[rm=0,r=90,rm=150,r=164,score_shooting_min=1,score_shooting=1] ~ ~ ~ /summon FallingSand ~0 ~0 ~-1 {TileID:121,Time:0,Motion:[-0.07419218956,0.072165379808,-0.183632113006]}

which removed the x and y in rxm, rx, rym and ry

Skull Editor Issues

  1. If a name (or any text) is typed into the box, and they hit Ok. Could it auto-set to Player?
  2. Cancel Button?
  3. Setting a new Player name to a skull doesn't overwrite the old one

Nevermind on this, the textbox actually gets the Player name from the skull!:
4. I don't think the text in that box needs to be preserved between uses. Or at least should clear it if you hit cancel, if that button is added.

Scoreboard function causing longer than normal loading times

It being called where it is is causing long loading times for some people if the map has a lot of scoreboard data. May be affecting the quickload menu as well if the user has a lot of maps. Might be able to change it to only be called once a filter wants to use it. If you need a map to test with just message me or traz.

Translation / Localisation

Hello everybody,

there's some activity on MCEdit-Unified, and I guess the work is going well.

TrazLander commented this issue and I'm wondering if the team is (allways) interested in the translation code I've made. (Should we talk about localisation instead?)

It's not a great deal to integrate it, but the sooner is the better. It will avoid to ckeck and modify of the whole code in MCEdit. (This is what I've done when I forked MCEdit, even if the modifications aren't complex.)

I've documented and commented my forked code so people should easely know what to do, thus I can assist.
You can find the code here: https://github.com/LaChal/mcedit.

Regards,

D.C.-G.

Deprecated Filters Folder

The filters folder, still contained in MCEdit, can no longer package demo folders. I'll leave it up to the team to decide how this will be fixed, but here's my idea.

Clone the contents of filters to MCEdit-filters upon first launch of MCEdit. simple! :D

Walls

Walls are indistinguishable from their more full-blocky counterparts.

New Default Keybindings!

I saw this on the TODO doc:
"Make a preset with the old-WSAD and ask them if they want the new one while updating.

oh god o.O that is a bad idea. Don't do that. I don't remember settling on that.
We've put all of our Naor's time into creating this new keybinds system because we know it needs to be default, without some popup. The old keys system is off-putting and awkward to newer users, and it needs to be something that can ease them into it better. It shouldn't cater exclusively to old ones.

I guess the argument is "you can't go changing things on people". And yes, you're right, that is generally not a good idea. But we're already changed from Minecraft's control scheme in the first place. For a program where people constantly switch between another program with (at least I do), having a completely different control scheme just makes using MCEdit messy, and dumb. We're not changing anything, we're fixing it.

I've done what I can to warn existing people of the upcoming changes, and I urge anyone else to do the same. I've done tweets, reddit posts, mentioned it in a youtube video, slapped a big fat warning on the top of next Release's notes, and sent messages to most of the mapmakers I know.
But I also did that to get feedback. The vast majority of people (all but one..) have been either happy about it, or reluctantly accepting of it ("ahh I guess that's alright, will be something to get used to"). We've _all_ felt this could be coming, and it needed to happen WAY sooner; but it still really needs to happen.

For anyone that comes to this post that wants to see the keybinds doc! https://docs.google.com/spreadsheets/d/117-ZsXnuF2DAgqy5XtReZ5T7pCeJEE9cf9TUs3bz8gI/edit#gid=0

Working with large selections 1024x1024 or so, when saving changes it seems to be waaaay slower now

This is a call to @Skinny121 who put in the tile ticks stuff. Maybe you know what's up.

Quote from @threetwo :

I haven't posted an issue on the tracker because I haven't really isolated it yet but, working with large selections 1024x1024 or so, when saving changes it seems to be waaaay slower than the last codewarrior build. It also hangs and the program blue rings for sometime near the end of the operation.
It seems to work out okay if you let it do what it's gotta do but, 'program not responding' is a scary thing to wait for.

@Khroki :

if I had to guess it might be related to tileTicks being handled now, not sure what else was touched in that code
we can look to see what it does near the end

@threetwo:

ahh, the tile ticks might be it. All the chunks in my selection are marked as unpopulated meaning the game will decorate them when the map is loaded.

Translation / Localisation (unique tracker)

This is intended to be the sole thread to discuss about translation issues/enhencements.

It looks like that some of us have issues with translation / localisation stuff.

Some things have been allready reported in these issues:
#27 Translation / Localisation
#44 Add language setting menu in editor
#68 Fix translations on certain configurations

Please, use "markers" to post here. Put them at the begining of the post. Take them from the repo label like BUG, ENHENCEMENT, QUESTION, etc.

When reporting a bug, please join python traceback, logs and/or screenshots. I (we) will be more efficient in the corrections.

I apparently don't have rights to commit in there, so I've opened a repository (https://github.com/LaChal/MCEdit-Unified) to upload the code I wrote.
This code was tested under Linux and Wine (wich is a more strict environment than Windows) and worked without issues from source.

Some people experience issues for, on my side, unknown reasons.

Since I'm the one who provided the original stuff, I feel concerned. And I rework the code in order to fix it.

The commit fcbfca6663 fixes the critical bug which crashed MCEdit at startup because Settings does not have a langCode attribute (originaly, it was another one).
The next one was intended to (temporaly) fix a Mac app issue concerning objects concatenation.

Moreover, the last news I had about localisation let me think it won't be very user friendly.
Working with json ressources is not easy because of the lot of braces and the loss of the original text formatting.

I also noticed that "pure" MCEdit code is imported/used in albow. This is not a good idea. Like I said there (near the bottom), albow is a GUI and must remain a GUI.

Just consider to study a bit what I commit on my repo. You'll find simple and efficient solutions.

Regards,

D.C.-G.

Session lock lost after creating new world

After creating a new world you're returned to the main menu and the following exception is produced in the log.

[   ERROR][                  root.py:3339]:Error while creating world. {world => /Users/BenLewis/Library/Application Support/minecraft/MCEdit/saves/sessionLock.}
Traceback (most recent call last):
  File "/Users/BenLewis/Desktop/Games/Minecraft/MCEdit/MCEdit-Unified/leveleditor.py", line 3334, in createNewLevel
    newlevel.saveInPlace()
  File "/Users/BenLewis/Desktop/Games/Minecraft/MCEdit/MCEdit-Unified/pymclevel/infiniteworld.py", line 1180, in saveInPlace
    self.checkSessionLock()
  File "/Users/BenLewis/Desktop/Games/Minecraft/MCEdit/MCEdit-Unified/pymclevel/infiniteworld.py", line 1152, in checkSessionLock
    raise SessionLockLost, "Session lock lost. This world is being accessed from another location."
SessionLockLost: Session lock lost. This world is being accessed from another location.

Resizing the window causes the screen to mess up

screenshot from 2014-10-12 23 01 02

Start up MCedit.
Resize the window for a bit.
Above result should be visible.
The window is weird even after putting it to the original size.

My operating system is linux mint 17 cinnamon. I'll need someone else to confirm if it affects windows.

Edit: I'm currently in the process of figuring out where the bug occurred.

Flood Fill Brush ignores data values

If the block you are trying it to replace is the same ID as the block you are replacing it with the flood fill operation does nothing.

Steps to reproduce:

  1. make region of Diorite
  2. Select flood fill brush with stone
  3. click and the operation does nothing

screen shot 2014-10-18 at 9 22 50 am

Entries on the Tile Entity Editing menu (for skulls/spawners/command blocks/signs) don’t always go through after you hit OK

To Reproduce:

  1. Double-click skull tile entity.
  2. Enter a name.
  3. Hit OK.
  4. Hold alt over it to see if change went through. Because it doesn't sometimes. Randomly.

Note: Changing your viewing angle of the Tile Block tends to change the chances that the Entry will go through. Everything from 100% chance to go through, to 0% chance.

Old report reference: https://github.com/mcedit/mcedit/issues/525

Brushes - Adding/Fixing/Upgrading!

Done so far
Rubisk's updated brush: be109c5
Added Various Replace

Issue #80 Brushes ignore data values:
Erode bugfixes: e297e36 fba1170 2b4514f
Fixed "noise" option on erode brush not doing anything.
Fixed an issue that messed up block data values when eroding.

Fixed FloodFill and some stuff 6c9f938 08cbf0e

Fixed air checkbox off leaving squared selections: 4b56fdd


What else is going to be added! And any feedback for updates or anything people would like to see go here!

Currently there's few things under feature requests:

  • https://github.com/mcedit/mcedit/issues/509 Save/load Brush Presets: Vechs Video Link isn’t this already there with the “Paste” option? Should it at least be expanded on or made more clear?
  • https://github.com/mcedit/mcedit/issues/365 Brush tool should rotate the selected block along with the brush shape
  • hotkey to rotate blocks independently of brush shape
  • Custom brush classes imported similarly to filters; maybe pass in numpy array of desired radius_2 * radius_2 along with other parameters, and return modified chunk of blocks
  • https://github.com/mcedit/mcedit/issues/21 [Was a Codewarrior future plan] Add an "Unpaste" brush mode for removing blocks in the shape of a selected .schematic

All Currently Missing Block Models, or Need Better Model

Currently need to update:
Button (Stone/Wood)
Fence Gates (Oak/Birch/Spruce/Jungle/Acacia/Dark Oak)
Doors (Oak/Iron/Birch/Spruce/Jungle/Acacia/Dark Oak)
Wall (Cobblestone/Mossy Cobblestone)
Block 36 - Change to something similar to the barrier block? (different color line)
Banners - show facing
Anvil - show facing
Piston Arms
Mob Heads - show facing
Nether Portal - show facing
Tripwire Hook - show facing
Wall Signs - could be better
Standing Signs
Trapdoors - At least some way to show top half/bottom half trapdoors, and easily identify which side they’re hinged at
Levers - uses torch renderer, needs rewrite
Fence - renderer only supports one texture, netherbrick fence renderer needs to be merged into it.

If something is fixed, mention it in the comments and a collaborator will edit remove it from the post.

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