Release 0.5.0 (1.20.60.23): Edit/Test Update #159
minecraftchloe
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Read the previous release notes here
Summary
Hello! Happy Preview day 😊 This week we are officially closing the v0.4.X semantic iterations and considering our work towards v0.5 done. In the new year, we will begin 0.5.X cycles towards our next v0.6 release, tentatively titled the “Visualization Update,” where we will be focused on adding more visually engaging elements to the building experience, such as renders of paste previews, new UI components, expanded tools, and brush tip visualizations for more precise placement.
Read on for more details on this week’s exciting updates, as well as an all-up summary of everything that was done during the v0.4.X iterations.
As a reminder of Editor API support:
Additionally, if you're new to the Editor GitHub this week, we encourage you to join the Bedrock Add-Ons Discord #Editor channel!
Updates this week
Default block for BlockType in Selection tool is now 'grass'.
Scripted property panes will now be scrollable once they reach a certain height.
Editor Playtest pane now supports setting time of day and weather when testing levels, as well as minor tweaks to the layout. Time in the Playtest pane supports either Minecraft time (0-23999) or 24hr time (00:00-23:59).
Added new bindings and support for scripts to be able to push a TypeScript object as a payload on to the transaction stack, and register a set of handler functions which will receive the payload when the transaction system receives an undo or redo event
A Navigation record system has been added to Editor.
Added an export for stringFromException so that it can be used in both internal and external Creator extensions
A new line tool is added to the Editor.
Editor UI now scales according to the screen resolution rather than the game window size.
Property options in the play/test pane retain their values when the game reloads.
Navigation System Functionality
Records are automatically created if the Player is more than 5 blocks away from the current head record (or in a different dimension) with a velocity of 0 and the last record was created at least 5 seconds ago.
Ctrl+[
moves the head back one Navigation record and teleports the Player to that record's location.Ctrl+]
moves the head forward one record and teleports the Player to that location.Ctrl+K
manually creates a record.Navigation records can be output to the Log panel via a menu item under the View top menu.
Line Tool Functionality
Freeform, fixed distance and adjacent face cursor selection.
Block fill selection dropdown.
Surface contour option to follow solid surface.
The controls are as follows:
First left mouse click starts a line.
Second left mouse click completes a line segment.
A third left mouse click removes previous line segment.
Shift
+ second left mouse click continues with a new line segment from the end of the previous line.Ctrl
+ left mouse click starts a new line.The line selection can be filled either through the button on the tool panel or
Enter
key.Ctrl + D
removes all line segments.The placed blocks can be removed or reran through the undo (
Ctrl+Z
) and redo (Ctrl+Y
) actionsv0.4.X Updates Aggregation
Here is the list of updates that have occurred in the Editor since v0.4.1 on July 12, 2023 to 0.5.0 on December 13, 2023.
Default block for BlockType in Selection tool is now 'grass'.
Scripted property panes will now be scrollable once they reach a certain height.
Editor Playtest pane now supports setting time of day and weather when testing levels, as well as minor tweaks to the layout. Time in the Playtest pane supports either Minecraft time (0-23999) or 24hr time (00:00-23:59).
Added new bindings and support for scripts to be able to push a TypeScript object as a payload on to the transaction stack, and register a set of handler functions which will receive the payload when the transaction system receives an undo or redo event
A Navigation record system has been added to Editor.
Added an export for stringFromExtension so that it can be used in both internal and external Creator extensions
A new line tool is added to the Editor.
Editor UI now scales according to the screen resolution rather than the game window size.
Property options in the play/test pane retain their values when the game reloads.
Fixed editor screen freeze bug caused by CTRL+TAB shortcut. ([#1113035] Crosshair mode freezes the game and doesn't unfreeze. #141)
New API! Simulation paused state is now available for editor scripting via the editor global object's simulation property.
Menu items now have a checked property, of type boolean | undefined. If the value is defined, the menu will show a checkmark if the value is true. Paired with this, we introduced, but have since removed, weather in the World Options menu. This is specifically helpful for ensuring a “clean” look in the UI for menu items, as we are going to be adding more options in the future in a more centralized design.
Added an
all
optional parameter to the/reload
slash command when running in Editor mode which enables a full warm reload of the entire Editor. Theall
option is not available in dedicated server. Theall
option is not available in non-editor projects.Added API class
SettingsManager
which will contain settings categories as properties.Added property settings:
SettingsManager
toExtensionContext
API.Added API class
GraphicsSettings
withget
,getAll
,set
andsetAll
functions to manage graphics settings properties.Added API enum
GraphicsSettingsProperty
and typeGraphicsSettingsPropertyTypeMap
for available graphics settings properties.Updated Grapple “Quick Teleport” functionality to use Camera API. Grapple to fast teleport to a target block using “G.” Grapple to frame up a Selection using “F.” Let us know what you think! The experience feels a lot smoother, and if you haven’t yet played with the new
/camera
command and presets, definitely check it out!Added eventing support for
ExtensionContext
API. It is possible to subscribe to editor player event signals fromafterEvents: ExtensionContextAfterEvents
property.Added new editor player after event
ModeChangeAfterEvent
and signalModeChangeAfterEventSignal
for notifying when a player toggles between Tool and Crosshair modes.Fixed a bug where Cube Brush preview wasn't getting cleared when swapping to Crosshair mid-brush painting. This was a fun and confusing bug, but one we decided to squish.
Fixed a bug that prevented the Origin Vector3 item in the Selection pane from updating when the movement gizmo was dragged.
Fixed a bug in the Selection tool where the Y axis of the Vector3 origin exceeded the dimension height range
Fixed a bug where blocks couldn’t be placed in the last block placed location after an undo
Minor updates to the Reload button to Tool mode for reloading scripts and refreshing the UI
IPropertyPane added! Added property collapsed to check if the pane is expanded or collapsed and added functions collapse and expand to control collapsed state
Fixed infinite gizmo drag ([#995484] Arrows can be used to ignore Selection and Fill Limits [#995484] Arrows can be used to ignore Selection and Fill Limits #24) and bugs around gizmo drag size, setting it as a limit to 100 units. How this works: Total volume of 100x100x100. Ability to create multiple selections within the bounds of the 100x100x100 total volumes.
Fixed a bug where the position of the selection cursor was not being recalculated upon block updates
Vec3 component minimum limit will now default to
Number.MAX_SAFE_INTEGER
Player count added to status bar: Now you can see how many people are in your multiplayer editing session
Editor API updates:
Fixed bugs caused by
CompoundBlockVolume
relativityNormalize the use of
CompoundBlockVolume
instead of SelectionUpdated
CompoundBlockVolume
to maintain internal volume list as relativeConverted
CompoundBlockVolume
to be a list of relative volumes to an originAdded a
CompoundBlockVolumeRelativeType
to signal volume push operations as relative or absoluteAdded set/get Origin functions and a translate function
Fixed a bug where Tool mode UI failed to refresh upon executing the /reload command ([#1065550] /reload breaks UI actions [#1065550] /reload breaks UI actions #133). We broke it accidentally – oops! And thank you for your patience!
Number input fields will now adjust valid number values to the closest limit if they fall outside of the defined range.
Fixed an issue where UI text was exceeding the boundaries of panes and containers, resulting in improper alignment and visual inconsistencies.
Selection volumes and gizmos can now be seen through blocks!!! 🎉
Thank you for being here! You're the best! ❤
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