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Releases: Uberi/Minetest-WorldEdit

WorldEdit 1.3

30 Jan 23:50
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This release focuses on bug fixes and performance.
It requires at least Minetest 5.0.

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  • New brush tool to quickly build landscapes using any of the primitive commands (//cube, //sphere, //pyramid, ...)
  • Much faster execution of //stack, //stack2, //copy and //move.
  • Improvements to input handling in WorldEdit GUI
  • Extra features for the wand tool, such as: Double-click in air to reset the selected region
  • Node weighing support for //mix
  • New utility commands: //cubeapply, //clearcut.
  • Support in WorldEdit GUI for smart_inventory
  • Rewritten command execution for increased consistency and extensibility
  • Full backwards compatibility in WorldEdit API

WorldEdit 1.2

12 Sep 12:57
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This release focuses on reliability, features and in particular the WorldEdit GUI.
It requires at least Minetest 0.4.8 (base functionality) or 0.4.15 (GUI).

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  • New wand tool to select regions faster.
  • New primitives: //hollowpyramid, //cube and //hollowcube
  • New commands to modify the current area selection: //outset - //inset, //expand - //contract and //shift
  • The official WorldEdit GUI is now live! An easy-to-use graphical interface to WorldEdit available in each player's inventory screen. It is compatible with either sfinv (included in minetest_game), Unified Inventory or Inventory++.
  • Region cube markers highlighting the current selected area
  • Extended //cylinder to allow creating cylinders, cones and any shapes inbetween.
  • New short command names! Instead of typing out //move ? 5, just type //m ? 5. Make sure worldedit_shortcommands is enabled in order to use this feature.
  • New utility commands: //mix, //drain, //deleteblocks and //param2.
  • Warning message added when you're about to perform an operation on 10000 nodes or more.
  • Added better installation instructions for new users.
  • Improved Node Inspector to show more useful information than before.
  • Versioned schematic serialization
  • Access to version information from the WorldEdit API
  • Full backwards compatibility in WorldEdit API

WorldEdit 1.0

22 Aug 16:38
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The big one-point-oh! MineTest-WorldEdit is finally ready. This release is focused on speed and stability.

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  • Hundreds of times faster! Set millions of nodes in seconds. Most commands have been completely rewritten to take advantage of the high speed node manipulation API in new Minetest versions.
  • Wherever node names are accepted, aliases and descriptions are too. For example, //set default:bronze_block can now be written as //set bronze block, since "bronze block" is the tooltip that shows up when hovering over a bronze block item.
  • Tutorial for new users! Step-by-step guide to using WorldEdit for basic world management and editing.
  • New commands: //unmark, //scale, //fixedpos, //clearobjects, //mtschemcreate, //mtschemplace, //mtschemprob. Ideas for //fixedpos and //clearobjects come from DeepGaze and LazyJ. MTS commands contributed by kwolekr.
  • //pyramid accepts an axis to make the pyramid along, and accepts a negative height to make an upside-down pyramid! (credit for idea: DeepGaze)
  • Node inspector: use //inspect on to enable easy inspection of nodes just by punching them!
  • Block queue removed - no longer necessary due to speedups.
  • Schematic format is now fully documented.
  • Tons of bug fixes to everything from loading schematics to a proper count output for cylinders.

WorldEdit 0.6

28 Jul 19:01
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Plenty of changes following the previous release:

  • New commands: //mark, //transpose, //rotate, //flip, //hollowcylinder, //cylinder, //spiral, //hollowsphere, //sphere, //pyramid, //hide, //suppress, //highlight, //restore, //p set1, //p set2, //allocate, //fixlight, //orient, //replaceinverse, //lua, //luatransform, //hollowdome, //dome. Everything is documented with descriptions and examples. See the documentation for details.
  • Block queue: long running operations won't log the server anymore! Operations will be queued up and executed while the server is running.
  • Where axes are accepted, use ? to denote the axis the player is facing instead! For example, //move ? 5 would move the contents of the current region 5 meters along the direction you are looking at.
  • Node metadata supported. Copy, move, transpose, whatever - chests won't lose their items, furnaces will continue to burn!
  • Brand new WorldEdit serialization format. All old versions of the serialization format will also be supported forever.
  • //copy, //move, and //stack work with negative amounts! Now it's possible to copy, move, or stack things backwards.
  • //move moves the WorldEdit markers along with the region contents, so you can move things multiple times!
  • WorldEdit now uses the modpack pattern for super easy installation, with each component separated into its own mod.
  • Dyamic module loading: each WorldEdit core file is independent and can be deleted if not desired.
  • Better position setting for player when using //pos1 and //pos2.
  • Bug fixes with certain commands.

WorldEdit 0.5

28 Jul 18:47
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The first ever release of WorldEdit after a complete rewrite! Significant improvements to all areas.

  • License is now AGPLv3. Most server side programs can't benefit from the protections the GPL provides, although the AGPL variants can.
  • Full help and parameter descriptions for every command.
  • A new README that describes every command and gives examples, as well as help setting everything up.
  • Everything has been rewritten from scratch with performance in mind, big operations are significantly faster in my tests.
  • New .we format that's more compact and human-readable. Plus, it's faster to save and load!
  • A couple of new commands, such as //copy, //move, and //dig.
  • New syntax for certain commands: //stack , becomes //stack . This also affects a few others.
  • No more temp files. As a side effect, the positions of each player are not saved past server restarts. I did not make use of this feature, personally, but I can add it back if there is a need for it.
  • A new WorldEdit API. Mods can now make use of the functions that drive WorldEdit! It's as simple as adding "worldedit" to your depends.txt and calling the worldedit.* functions. For example, to copy a region, use worldedit.copy(pos1, pos2, axis, amount).