Releases: JannisX11/blockbench
5.1.4 - The Workflow Update [Patch 4]
Changes
- Restoring cube faces now defaults to a texture that's assigned to other faces
- Use encompassing collider for minecraft:selection_box generator (#3469, thanks @IllagerCaptain)
- Added molang validator check for complex expressions with no return value
- Updated plugin store text
- Added more detailed error message for when plugin API cannot be accessed
- Animated texture custom frame order can now be previewed in Blockbench
Technical changes
- Added
node:streamandnode:perf_hooksas safe requestable APIs (#3509) - Added scoped FS watch APIs (#3510)
- Exposed
UVSizeUtilfor dealing with UV sizes
Fixes & Performance
- Fixed #3500 Opening a second blockbench instance shows file unsupported dialog
- Fixed #3519 Open With Blockbench not working with special character at end of file names
- FIxed #3476 Resolve Group does not undo track child groups correctly
- Fixed mirror modeling issues
- Fixed undo issues after duplicating nested groups or armature bones
- Fixed issue with Preserve World Transform on meshes
- Improved viewport raycast performance
- Improved toggle visibility performance
- Fixed timeline CSS issue
- Fixed #3503 wrong UV on beak on java edition parrot skin preset
- Fixed java version of zombie skin preset texture not matching UV (#3490)
- Fixed positioning of elytra in skin preset
- Fixed #3505 Advanced screenshot with ortho preset has wrong size on first use
- Fixed UI overflow of long layer names
- Fixed copy brush not working when brush resizing is assigned to ctrl + left drag
- Fixed labels missing on num sliders
- Fixed texture content not updating when duplicating layer
- Fixed #3483 Toggling cube face only works if the face is selected
- Fixed speed button in flipbook timeline opening properties dialog twice
- Fixed #3515 Mirror Modeling Weight Painting not working on armature with individual meshes
5.1.3 - The Workflow Update [Patch 3]
Changes
- Center View on Selection now also targets the UV editor when hovering over it (#2182)
- Added recover models info/warning message
Fixes & Performance
- Fixed brush line drawing issues (#3471)
- Improved painting performance on complex meshes
- Fixed Center View on Selection shifting UV view even when no UV is selected
- Fixed #3465 Dragging groups in outliner does not display number of dragged nodes
- Fixed #3467 mesh deformation behavior is inconsistent when switching away from animation mode
- Fixed recover model overflowing screen on some mobile devices
- Fixed #3460 action side menu button click detection area does not cover entire side
5.1.2 - The Workflow Update [Patch 2]
Changes
- Changed timeline marker icon
- Textures are now marked as unsaved after changing the file format (#3444)
- The group visibility toggle no longer changes the visibility of their own scene object (#3413)
Fixes
- Fixed drag and drop not correctly importing ".animation.json" files
- Fixed faces not being marked as selected in Face Properties editor
- Fixed #3414 Cannot drag texture in Textures panel without selecting it first
- Fixed texture wrap not displaying correctly on model after opening project
- Reordering outliner sometimes inserts nodes at the wrong position
- Fixed #3443 Tab Bar ignores auto-hide setting and remains open
- Improved painting performance on complex meshes
- Fixed paint brush drawing lines between disconnected mesh faces
- Fixed copy pasting texture selections using selected texture instead of UV editor texture
- Fixed Molang input overflow in dialogs
- Fixed #3430 export OBJ fails with some unknown element types
- Fixed #3421 snap UV to pixels not working on cube
- Fixed #3427 Issue toggling group visibility via collection
- Fixed pasting keyframes not working when timeline is empty
- Fixed animation compile error in legacy fallback function
- Fixed #3446 Pasting layer does not initialize enable layers
- Fixed #3420 Texture meshes in attachables loaded with player get incosistent scaling
- Fixed #3423 Centering UV Editor view does not work with Box UV cubes selected from outliner
- Fixed #3452 Toggling armature bone visibility resets animation pose
- Fixed #3451 performance issues with armature bones and motion trails
- Fixed #3450 Cannot bake IK if animatable nodes without IK support exist in the project
- Fixed #3448 Render Mode Layered - Not updating on image deletion
5.1.1 - The Workflow Update [Patch 1]
Changes
- Improved toast notification design
- Flip Animation now defaults to 0 phase offset
Fixes
- Fixed Flip Animation not applying to center bones
- Fixed cube resizing on two axes setting size to the same value on both
- Fixed Mirror Animating changes not previewing in real time
- Fixed #3399 Opacity not fully supported on alpha mask layers
- Fixed #3407 Cannot reorder tools in toolbar
- Fixed animation export bug in web app
- Restricted trackpad panning to trackpad zoom events (#3400)
- Fixed issue when using scale keyframes in an overriding animation
- Fixed result of comparing beta to non-beta in version util
- Fixed resizing texture layer moves it instead (#3408)
- Fixed #3398 issue with touch input in viewport
- Fixed browser default menu opening when right clicking timeline
- Fixed #3285 Knife tool offset issue on cubes
- Fixed #3401 Toggling axes in the scale tool has no effect
5.1.0 - The Workflow Update
Welcome to Blockbench 5.1 - The Workflow Update!
Highlights of this update:
- Mirror Animating!
- Native support for image formats, including Jpeg, TGA, and WebP
- Bounding Boxes
- Better pen tablet support
- Preserve World Transform option
- UV Size Editor
- Texture wrap mode / Texture tiling
- Editing of Minecraft: Bedrock Edition attachables
Update Video: https://youtu.be/OH82WjNwriE
Painting
- Improved pen tablet support (#3214)
- If you are having trouble getting pressure sensitivity to work, ensure Windows Ink is enabled in your pen tablet software, and set a modifier in the Blockbench paint settings (for example "Brush Size Modifier") to "Pressure".
- Added mouse drag gestures to adjust sliders such as brush size, which can be enabled in keybindings (#3235)
- The Layers panel is now always visible (#2904)
- Added automatic tool switch when using color picker (#3369, thanks @Kannoma!)
- When holding alt to color-pick, if the picked pixel was transparent, it will switch back to the eraser when releasing the button
- When using the eraser and using Alt to color pick, picking a colored pixel will switch back to the brush tool
- Added setting "Color Picker Tool Switch" to toggle this behavior (on by default)
- Added new layer blend mode "Alpha Mask"
- Line tool length and angle are now displayed in status bar
- Added Set Opacity option in the Adjust Opacity tool (#3374)
- Added a Brightness slider to the Adjust Hue/Saturation tool
- The Opacity Slider is now visible while using the Color Picker (#3300)
- The Hold keybinding for the Color Picker can now be customized in the keybindings menu (JannisX11/hytale-blockbench-plugin#140)
Textures
- Textures now support multiple formats natively! The following formats can be loaded into Blockbench, refresh in real time, and can be saved:
- Added a TGA texture workflow that supports retaining color accuracy at low opacity pixels. To use this, click Split Alpha Channel into Layer and keep the alpha channel as a separate layer
- "Split RGB channels into Layer" now support the alpha channel (#3302)
- Added setting for individual FPS per flipbook texture (#2851)
- Flipbook texture animations now play in sync with the animation timeline, can be turned off in setings (#2850)
Modeling
- Added "Preserve World Transform" option when reparenting outliner nodes. This lets you keep the global position of an element when adding it to another group, even if the parent groups have different rotations
- Added setting to transform cubes from the center in the transform panel
- Added setting to display positions in local space (JannisX11/hytale-blockbench-plugin#130)
- New armature bones now inherits dimensions from parent bones (#3279)
Animation
- Added Mirror Animating (#2321)
- Similar to Mirror Modeling and Mirror Painting, this live-flips your keyframe changes to the other side. Useful for symmetrical animations such as walk cycles!
- Bones need to follow a left/right naming schema (e. g. L/R, left/right etc.) to be mirrored
- The mirror phase offset can be configured (#2375)
- Added Copy Animation Pose action
- Added action to Add All to Timeline (#3150)
- Added Round Keyframe Values action (#3363)
- Created Keyframe Column variation to create keyframes on all channels. This is activated by holding Shift, but can be configured in Keybindings (#1457)
- Timeline markers can now be named
- Added timeline marker properties dialog
- Timeline markers can now be dragged by holding control (#1483)
- Option to clear opposite when flipping animation
- Display timeline scrub tooltip in frames if setting is enabled
- Support custom channels in Filter Channels menu in timeline
UV
- Added new "Edit UV Size" tool. This makes changing or adjusting UV sizes much more intuitive by providing a live preview and offering options to adjust UV values on elements accordingly.
- This tool can be accessed by clicking the UV size number at the top of the UV editor, or by editing the UV size value in the project or texture properties, depending on format.
- Added new tool "Move UV to cursor" to simplify moving UVs on large texture maps (#2852)
- Added Texture Wrap setting for textures (#1391)
- This setting is available in supported formats and lets you select how the texture behaves in regards to UV faces being outside of the texture
- "Restricted" restricts UV to only exist on the texture
- "Repeat" tiles the texture infinitely
- "Clamp Edge" lets you add UVs outside the texture, but the texture value is clamped to the edge, so only the pixels on the edge repeat forever
- Repeat displays a 3x3 tiled area in the UV editor.
- Based on #3072, thanks @nklbdev!
- This setting is available in supported formats and lets you select how the texture behaves in regards to UV faces being outside of the texture
- "Move Texture with UV" support for UV rotation and flip operations (#3319, thanks @Kannoma!)
- Simplified Display UV setting and UV overlay toggles, they are now global instead of per-project.
- Display UV and UV overlay options are now saved between restarts (JannisX11/hytale-blockbench-plugin#55)
- Improved rectangle select in UV editor when showing all faces
- Changed style of UV editor face selector bar
Bounding Boxes
Added a new type of element, the Bounding Box!
This represents an axis-aligned bounding box that can be used by various formats and games/engines for anything ranging from hitbox to collision and culling shape.
- Each bounding box can be assigned one or multiple Functions in the element panel, these determine if the bounding box gets exported for a specific purpose.
- Bounding Boxes for the current model can be auto-generated from Tools > Generate Bounding Boxes
- Please note that bounding boxes are not part of most model formats and need to be exported separately, they are not part of the file. You can, however, save your model as a project file (.bbmodel) to keep bounding boxes in your project.
Bounding Box uses for Minecraft: Bedrock Edition
- Block collision and selection components can be generated from bounding boxes in your model via Tools > Copy Collision/Selection Component
- Entity Collision and custom hit test components can be generated from bounding boxes in your model via Tools > Copy Collision/Hitbox Component
- The new Bedrock voxel shape file type can be imported, edited, and saved
- Bedrock block collision and selection components are auto-loaded from the behavior pack block file if available
- Pasting or drag-and-dropping the JSON code for a collision or selection component into Blockbench will load it as bounding boxes
Collections & Multi file editing
Blockbench has been expanded with a system to allow different formats to enable multi file editing workflows. Multi file means multiple files can be open in one project, but still save to separate files.
This is implemented with the help of object scopes and collections. This is an ongoing project, but Blockbench 5.1 has the first built-in use-cases for this with Minecraft Bedrock attachable and multi block editing.
- Added scopes as an integer property on outliner nodes, collections, textures, animations. Scopes cannot be set by the user directly in most cases but are used by multi file editing workflows to identify which file an object belongs to.
- If a scope is set to a value higher than 0, it is displayed as a scope color on the left edge of the object in the respective list
- Collections, if they point to an export file, will now get marked as having unsaved changes.
- Unsaved changes are displayed as a floppy disk icon in the collection list. Clicking it will save the collection to file.
- Added "Offset" option, which will display if the collection exports to a codec with the
support_offsetfield set totrue. - Added Show in File Explorer option to collections
Minecraft
- Added baby mobs from the "Minecraft: Tiny Takeover" update as skin presets, and updated existing presets
- Added embedded/flowerpot display slot for bedrock (#3361)
- Added toggle in display mode to pause ground item animation
- Added missing support for reading inflate value per bone in bedrock geometry (#3318)
- Added texture mesh texture name property to element panel (#2996)
- Added
query.get_default_bone_pivotpreview support - Added support for cross referencing texture keys in java block model (#330)
Player and Attachable Editing
Based on multi file editing, viewing Minecraft Bedrock Edition attachables alongside an entity and animating both in the same project is now possible.
- Added "Bedrock Player Model", a new model loader that can be accessed via
File>Newand will generate a new player model. - Added
File>Import>Import Bedrock Attachableto import a.geo.jsonfile into the current project as an attachable. - When editing an attachable model separately, you can use
Load with Bedrock Playerfrom the top toolbar to load it into a project alongside a player model for reference. - When editing an attachable alongside a player, attachable bones attach to and move with base model bones if they have the same name, or their binding property is set.
- The automatic rule to make each group name unique now only applies within one file. Groups from different files can have the same name.
- Colletions are created for each imported attachable. If unsaved, the floppy disk icon in the collection can be pressed to save the changes to file.
- In Animate mode, the Bedrock Animation Mode select can be used to preview player and attachables along with animations in first person view.
- Animations are locked to one scope
- Bones from another scope cannot be animated in this animation
- When importing an animation, the scope will automatically be figured out based on the bones that are used in it
- When creating ...
Blockbench 5.1 Beta 3
Welcome to the third beta for Blockbench 5.1!
To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions in general may be unstable and have more issues than release versions.
To test the web app, visit https://blockbench-dev.netlify.app/
Please report issues you find in the beta, make sure to specify the correct version.
Catch up on the changes in the previous beta releases here:
- https://github.com/JannisX11/blockbench/releases/tag/v5.1.0-beta.1
- https://github.com/JannisX11/blockbench/releases/tag/v5.1.0-beta.2
Features & Changes
- Added several "Minecraft: Tiny Takeover" baby mob skin presets, the remaining ones will be added in the next beta or full release
- Added automatic tool switch when using color picker (#3369, thanks @Kannoma!)
- When holding alt to color-pick, if the picked pixel was transparent, it will switch back to the eraser when releasing the button
- When using the eraser and using Alt to color pick, picking a colored pixel will switch back to the brush tool
- Added setting "Color Picker Tool Switch" to toggle this behavior (on by default)
- Implemented Round Keyframe Values option (#3363)
- Simplified Display UV setting and UV overlay toggles, they are now global instead of per-project.
- Display UV and UV overlay options are now saved between restarts (JannisX11/hytale-blockbench-plugin#55)
- Improved rect-drag-select in UV editor when showing all faces
- Updated labels for language options (#3344)
- Bounding boxes are now automatically hidden in Display mode
- Added warning when installing too many plugins at once
- Made validator warning/error text user selectable
- Improved UI performance
Navigation Inputs
- Added customizable Zoom View keybind, renamed existing keybind to "Drag-to-Zoom View" (#2292)
- Added keybinding "Zoom UV/2D Editor" to zoom in the UV Editor, 2D image editor, and 2D views such as the timeline and animation controller editor
Minecraft Bedrock
- Added embedded/flowerpot display slot for bedrock (#3361)
- Bedrock attachable workflow tweaks:
- Inherit scope when creating group or cube
- Added toggle to control right arm angle dependong on whether an item is held in 3rd person
- Only center transform gizmo when camera is aligned in first person view
Bedrock Multi-block Workflow
This beta adds a new workflow for creating multi-block models for Minecraft Bedrock Edition!
Here is a short step-by-step guide:
- Toggle on the setting "Deactivate Size Limit" in the settings to get around the size limtiations in the block format
- Create a new Bedrock Block project
- Create your model for a multi-block in one workspace as usual
- Once you are done, press Tools > Slice Bedrock Multiblock
- Adjust the settings in the dialog as desired and select an export directory for the spliced model files, then confirm
- Blockbench will split the model and put the model for each block into a separate Collection. Press the Save icon next to each collection to save it into a separate .geo.json file.
- Follow this guide to set it up in your bedrock add-on: Create a Multi-Block
Collections
- Added "Offset" option, which will display if the collection exports to a codec with the
support_offsetfield set totrue.
Technical Changes
- Added
save_on_restartoption for toggles - Various improvements to Typescript types (thanks @SnaveSutit!)
- Fixed molang types (#3241)
- API docs are now generated also for internal types
- Added internal method to build preview models from the current project:
PreviewModel.generateModelFromProject() - Exposed molangjs class constructor
- Disabled some esbuild warnings to clean up log
- Added
shellto native modules
Beta Fixes
- Fixed #3352 flipbook texture framerate not working
- Fixed keybinding dialog not opening
- Fixed #3354 Generate Bounding Box of complexity 0 always accounts for all elements
- Fixed bloated installer builds
- Fixed #3332 Translation gizmo has wrong orientation in display settings
- Fixed texture importing issue in web app
- Fixed #3370 error when duplicating numbered cube
- Minor fixes to animation codec functionality
- Fix loading Minecraft player model not working if a tab with it is already open
Fixes
- Fixed bedrock block import not supporting complex geometry components
- Fixed grid offset issue in custom block size formats
- Fixed #3379 Moving Group Pivot while using Mirror Modeling not undo-able for mirrored side
- Display modifier key "Alt" as "Option" on Mac
- Fixed host panel console error message
- Fixed undo not tracking all affected groups in outliner drag-toggle
- Fixed group mesh visibility not syncing in Canvas.updateVisibility
- Fixed rotation gizmo glitching in Hytale formats
- Fixed navigate-drag keybinding not working for UV editor
- Fixed #3362 issue inverting complex molang expressions
- Fixed group visibility not updating in viewport after undo/redo (#3335) (#3359, thanks @phatgolo!)
- Fixed opening multiple images into single project (#3340)
- Fixed dropping files not working correctly if file extension is uppercase
- Added fallback to ensure limbo layer can always be placed
- Fixed #3371 flipbook timeline issues on touch UI
- Fixed only enabling "Fit to Frame" in gui slot not causing the slot to export (#3361)
- Fixed #3322 Cannot deselect UV faces when multiple are selected
- Disabled UV size validator check in skin format
- Fixed #3237 electron-builder 26.0.16 broke providing custom electronDist
- Fixed incorrect texture in UV editor when painting mesh with multiple textures
- Fixed macOS Rectangle Select Always Extends Selection (#3294, thanks @h8ku!)
- Fixed #3297 scaling layer does not update texture URL
Blockbench 5.1.0 Beta 2
Welcome to the second beta for Blockbench 5.1!
To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions in general may be unstable and have more issues than release versions.
To test the web app, visit https://blockbench-dev.netlify.app/
Please report issues you find in the beta, make sure to specify the correct version.
Catch up on the changes in the first beta here: https://github.com/JannisX11/blockbench/releases/tag/v5.1.0-beta.1
Bounding Box
- Tool to generate hitbox and collision components for bedrock entities
- Removed bounding box generation size limit
- Display bounding boxes in marker colors
- Omit groups that only contain bounding boxes when exporting bedrock geo files
Miscellaneous Changes
- Remember choice for Preserve Global Transform
- Display Alt key as "Option" on Mac
- Display timeline scrub tooltip in frames if setting is enabled
- Added toggle in display mode to pause ground item animation
- Created Keyframe Column variation to create keyframes on all channels (#1457)
- Added
query.get_default_bone_pivotpreview support - Added setting to display positions in local space (JannisX11/hytale-blockbench-plugin#130)
- Display side view direction at the bottom of the viewport
- Reduce Reference Image edge clamping (#2521)
Multi File Editing
This beta introduces a new initiative to make multi file editing more powerful, more intuitive, and more stable in Blockbench.
Multi file editing is currently available experimentally for Minecraft Bedrock Edition attachables, but the idea is to utilise the underlying system for more use-cases in the future, such as:
- Minecraft Bedrock multi block
- Minecraft Bedrock render controllers
- Hytale Attachments
- ...
Multi file editing relies on a new property scope that can be set on each object, such as element, animation, texture, etc. to tell everything which file it belongs to.
This is combined with a MultiFileRuleset that defines how objects of different scopes interact with each other, which ones can be edited, etc.
Along with that, collections can be used to track models and export them out again to different files.
From an API perspective, all of this is experimental and subject to change, if you are implementing this in a plugin be aware of that or wait until it is more stable.
- Added scopes as an integer property on outliner nodes, collections, textures, animations. Scopes cannot be set by the user directly in most cases but are used by multi file editing workflows.
- If a scope is set to a value higher than 0, it is displayed as a scope color on the left edge of the object in the respective list
Collection Saving
- Collections, if they point to an export file, will now get marked as having unsaved changes.
- Unsaved changes are displayed as a floppy disk icon in the collection list. Clicking it will save the collection to file.
Minecraft Bedrock Player and Attachable Editing
Based on multi file editing, viewing Minecraft Bedrock Edition attachables alongside an entity and animating both in the same project is now possible.
- Added "Bedrock Player Model", a new model loader that can be accessed via
File>Newand will generate a new player model. - Added
File>Import>Import Bedrock Attachableto import a.geo.jsonfile into the current project as an attachable. - When editing an attachable model separately, you can use
Load with Bedrock Playerfrom the top toolbar to load it into a project alongside a player model for reference. - When editing an attachable alongside a player, attachable bones attach to and move with base model bones if they have the same name, or their binding property is set.
- The automatic rule to make each group name unique now only applies within one file. Groups from different files can have the same name.
- Colletions are created for each imported attachable. If unsaved, the floppy disk icon in the collection can be pressed to save the changes to file.
- In Animate mode, the Bedrock Animation Mode select can be used to preview player and attachables along with animations in first person view.
- Animations are locked to one scope
- Bones from another scope cannot be animated in this animation
- When importing an animation, the scope will automatically be figured out based on the bones that are used in it
- When creating a new animation, the scope will be set based on the selected bone
- The animation scope can be set in the animation properties
- In first person view, the main viewport is automatically locked to the correct FOV and a 16 / 9 aspect ratio. The camera can be moved, and can be reset via the button at the bottom
- A crosshair marks the center of the screen
- In first person view, transform gizmos are displayed at the center of the screen for convenience
- In both first and third person, the default pose animation that you will see in game will be used for the preview. To use a different pose, play an animation that changes the pose and set it to Override.
- In first person, other bones including the left arm can be animated as well, however the logic to display them in first person needs to be implenented in the respective render controller.
Technical Changes
- Added
get_face_textureevent hook to provide custom texture apply logic - Improved types for event system (#3250, thanks @SnaveSutit!)
- Added support for
fovproperty in Preview angle presets - Added support for
aspect_ratioproperty in Preview angle presets, which if set restricts the viewport to a specific aspect ratio - Command line options to specify
hostandporton dev server (#3337) - Example:npm run serve -- --port=300
Beta Fixes
- Fix beta 1 startup issue when using settings profile
- Fix small beta issues
- Fixed #3325 add fallback animation codec
- Fix edit session dialog not opening
- Fix hitbox issues
- Fix resize gizmo bug
- Fix outliner node display condition update issue
- Bounding box generator fixes
- Fix edit UV size not working if elements exist but no texture
- Fix context menu opening after using slide gesture
General Fixes
- Fixed skin pose issues (#3270) (#3161)
- Fix condition check in animator channel bar (#3338, thanks @SIsilicon!)
- Add channel condition types
- Fix #3225 Reference image toolbar has no action tooltips
- Fix #3328 Vertical aspect ratio reference images open very large
- Fix keyframe sliding interval edge case
- Make Transform>Rotate adjust stretch values (JannisX11/hytale-blockbench-plugin#82)
Blockbench 5.1.0 Beta 1
Welcome to the first beta for Blockbench 5.1!
To test this beta, download the required installation files from below, or enable the setting "Update to Pre-releases" inside Blockbench. Enabling this setting will tell Blockbench to always update to the latest pre-release, allowing you to test the latest features.
Please note that pre-release versions in general may be unstable and have more issues than release versions.
To test the web app, visit https://blockbench-dev.netlify.app/
Please report issues you find in the beta, make sure to specify the correct version.
Overview
This beta is not a feature complete version of 5.1, some features are still work in progress and a few more smaller features are planned.
Textures formats
Textures now support multiple formats natively! The following formats can be loaded into Blockbench, refresh in real time, and can be saved:
Painting
- Added mouse drag gestures to adjust sliders such as brush size, which can be enabled in keybindings (#3235)
- The Layers panel is now always visible (#2904)
- Improved pen tablet support (#3214)
- If you are having trouble getting pressure sensitivity to work, ensure Windows Ink is enabled in your pen tablet software, and set a modifier in the Blockbench paint settings (for example "Brush Size Modifier") to "Pressure".
- Line tool length and angle are now displayed in status bar
- Display Opacity Slider while color picking (#3300)
Flipbook textures
- Play flipbook texture animation in sync with timeline, can be turned off in setings (#2850)
- Added setting for individual FPS per flipbook texture (#2851)
UV
- Added new tool "Move UV to cursor" to simplify moving UVs on large texture maps (#2852)
- Added Texture Wrap setting for textures (#1391)
- This setting is available in supported formats and lets you select how the texture behaves in regards to UV faces being outside of the texture
- "Restricted" restricts UV to only exist on the texture
- "Repeat" tiles the texture infinitely
- "Clamp Edge" lets you add UVs outside the texture, but the texture value is clamped to the edge, so only the pixels on the edge repeat forever
- Repeat displays a 3x3 tiled area in the UV editor.
- Based on #3072, thanks @nklbdev!
- This setting is available in supported formats and lets you select how the texture behaves in regards to UV faces being outside of the texture
- Added new "Edit UV Size" tool. This makes changing or adjusting UV sizes much more intuitive by providing a live preview and offering options to adjust UV values on elements accordingly.
- This tool can be accessed by clicking the UV size number at the top of the UV editor, or by editing the UV size value in the project or texture properties, depending on format.
- "Move Texture with UV" support for UV rotation and flip operations (#3319, thanks @Kannoma!)
Modeling
- Added "Preserve World Transform" option when reparenting outliner nodes. This lets you keep the global position of an element when adding it to another group, even if the parent groups have different rotations
- New armature bone now inherits dimensions from parent bone (#3279)
- Added setting to transform cubes from the center in the transform panel
Animation
- Added Mirror Animating (#2321)
- Similar to Mirror Modeling and Mirror Painting, this live-flips your keyframe changes to the other side
- Bones need to follow a left/right naming schema (e. g. L/R, left/right etc.) to be mirrored
- The mirror phase offset can be configured (#2375)
- Added Copy Animation Pose action
- Option to Add All to Timeline (#3150)
- Support custom channels in Filter Channels menu in timeline
- Drag timeline markers by holding control (#1483)
- Option to clear opposite when flipping animation
- Added timeline marker name and properties dialog
Bounding Boxes
Added a new type of element, the Bounding Box!
This represents an axis-aligned bounding box that can be used by various formats and games/engines for anything ranging from hitbox to collision and culling shape.
- Each bounding box can be assigned one or multiple Functions in the element panel, these determine if the bounding box gets exported for a specific purpose.
- Bounding Boxes for the current model can be auto-generated from the Tools menu
- For Minecraft Bedrock, block collision and selection components can be generated from existing bounding boxes via Tools > Copy Collision/Selection Component
- Bedrock block collision and selection components are auto-loaded from the behavior pack block file if available
- Pasting or drag-and-dropping the JSON code for a collision or selection component into Blockbench will load it as bounding boxes
- The new Bedrock voxel shape file type can be imported, edited, and saved
- Please note that bounding boxes are not part of most model formats and need to be exported separately, they are not part of the file. You can, however, save your model as a project file (.bbmodel) to keep bounding boxes in your project.
UI and controls changes
- Added increase and decrease sub keybinds for UV Rotation slider
- File extensions of open models are now displayed in tabs and other places
- Show layered texture option in single-texture-default formats too
- Added Shift + Tab shortcut to cycle backwards through inputs
- Reordering textures now works with multi-selection
- Enabled text-select in plugin changelogs
- Context menu now closes when clicking or navigating in UV editor
- The Hold keybinding for the Color Picker can now be changed from Alt to something else in the keybindings menu (JannisX11/hytale-blockbench-plugin#140)
Miscellaneous
- Handle unsupported file types, give option to open in system default (#2812)
- Show plugin hint and suggest plugins when opening file with unsupported extension
- Added option to copy list of installed plugins
- Added option to install multiple plugins from a list of IDs (#1700)
- Extrude Image import size is no longer scaled down in formats without size restriction
- You can now select individual recovery backups to recover
- Added support for cross referencing texture keys in java block model (#330)
- Added texture mesh texture name property to element panel (#2996)
- Added missing support for reading inflate value per bone in bedrock geometry (#3318)
Technical changes
- Added reload button when running in dev mode
- Added Outliner node display rules API
- The latest types for the
nextbranch are now automatically published under thenexttag on NPM (#3273, thanks @SnaveSutit!) - Improvements to typescript types
- Upgraded to Electron 40
- Fallback to English lang strings in prereleases
- Added AnimationCodec API to allow plugins to add their own animation codecs
- Added
temp_datafor outliner nodes where developers can store temporary data. This data is set per element and is not persistent when saving, using undo, etc. - Added MenuBar option to insert Menu at specific position
- Make Backspace default keybind for Delete on Mac (#3120)
- Added minimum required node.js version (#2480)
- Added Transformer module API: This allows various systems to make use of the transform gizmo and makes it more modular internally
- Added texture wrap format flags
texture_wrap_defaultandper_texture_wrap_mode - Added internal method to build preview models from the current project
- Expose MolangJS class constructor (#3241)
- Added plugin install events (#3248, thanks SnaveSutit!)
Fixes
- Fixed #3272 local plugins never load if API request for plugin metadata does not respond
- Improved Variable Placeholder panel overflow (#2997)
- Fixed keyframe move action icons
- Fixed issue with share_text buttons in forms not using updated text
- Fixed #623 dialogs are not draggable with pen
- Fixed #3237 electron-builder 26.0.16 broke providing custom electronDist
- Fixed bedrock block import not supporting complex geometry components
- Improved UI update performance
- Improved date displays in plugins
- Fixed mirror painting brush size if the UV is slightly offset
- Fixed brush interval when using dynamic brush size
- Fixed issues with pen compatibility on touch screens
- Fixed pressure and angle sensitivity (#1286)
- Fixed paint with stylus only setting
- Fixed grid offset issue in custom block size formats
- Improved reference image toolbar style
- Fixed #1677 Android can't select faces, vertices, or edges when using a mouse
- Fixed how meta key is displayed in keybindings when not used as modifier
- Fixed bedrock block being instantly marked as unsaved when opened
- Fixed #3320 Color wheel panel clips into other panels
- Improved aspect ratio of mesh UV generated by template generator on small, higher resolution meshes
5.0.7 - The Element Update [Patch 7]
Fixes
- Fixed issue with Group Elements action
- Fixed and improved vertical resizing of sidebar panels
- Fixed mesh loop selection issue
- Fix issue when merging mesh while mirror modeling is enabled
- Improved the performance of working with smooth meshes
- Fixed #3210 Skin: "Load from Minecraft" option silently fails in web app
- Fixed Issue when drag-selecting box UV cubes (JannisX11/hytale-blockbench-plugin#62)
- Fixed issue with cube auto UV on non-square textures
- Fixed inconsistent interval in smooth brush stroke
- Fixed #3208 RPM Auto-updater uses the wrong package manager
- Fixed editing reference image properties resets blueprint position
Developer options
- Added Uncorrupt Mesh action to the developer menu
- Added error log copy button
5.0.6 - The Element Update [Patch 6]
Changes
- Added setting for default java block/item format version (#3204)
- Renamed default mesh shape from "cuboid" to "mesh" to clarify its purpose
- Disabled duplicate name warning pop-up on bone animators
Technical changes
- Added
priorityoption for element behavior overrides - Added
display_default_poseevent hook
Fixes
- Fixed #3200 cube with rotation on one axis still exports to new 1.21.11 format
- Fixed #2785 Knife tool not working well with touch controls
- Fixed brush outline on touch input
- Fixed ground plane scale in larger block size formats
- Fixed plugin update fail if min_version is unspecified
- Improved error handling when loading plugins
- Fixed colors on edges when generating normal maps
- Fixed default camera angle preset is not applied correctly in new projects
- Fixed grid color change not applying
- Fixed features not depending on the block size value (pixel density label in textures list)
- Fixed #3191 animation groups not working in generic model
- Adjusted cube auto UV overflow prevention
- Fixed pivot marker being visible in paint mode in some cases
- Fixed keybind display while holding Alt in Action Control
- Fixed splash screen label for 4th place
- Fixed dithering on low opacity smooth brush
- Fixed behavior configuration for group renaming rules
- Fixed #3194 rescale option is invisible in Java block 1.21.11 format version
- Fixed rescale option import
- Fixed rendering of rescale option with multi axis rotation
- Removed outdated descriptions from shared actions such as Delete
- Fixed shelf display settings being available in bedrock
- Fixed export of display mirroring option in java vs bedrock
- Fixed #3201 brushes with smoothness cause blur on entire layer when expanding layer
- Fixed #3202 preview.texture in variable placeholder panel lowers framerate when playing animation