File Details
structurize-1.19.4-1.0.489-ALPHA.jar
- A
- Mar 16, 2023
- 972.85 KB
- 63.9K
- 1.19.4
- Forge
File Name
structurize-1.19.4-1.0.489-ALPHA.jar
Supported Versions
- 1.19.4
Curse Maven Snippet
Structurize Changelog
Version: 1.19.4-1.0.489-ALPHA
Required Dependencies:
- BlockUI: 1.19.4-0.0.73-ALPHA (or above)
- Domum Ornamentum: 1.19.4-1.0.87-ALPHA (or above)
Changes:
- 1.19.4
- Add way to paste via command block (#575)
Allow pasting via cmd block * Saveguard * feature searchbar (#572)
Adds a searchbar to the pack selection menu * dont null this * Probably * fix 569 * contact user about pack with user name on server (#567) * Different method to avoid popping neighbours (#562)
Different implementation for Don't pop neighbours on replace #560 since that caused issues with DO blocks not replacing Note that DO blocks will still not replace properly with Structurize alone; needs placement handler currently implemented only in MineColonies too. Update the resource list after triggering replace This works in SP; not tested in MP but very likely to not work there due to racing packets. But no worse than existing behaviour. * Fix tag anchor rendering for 1.19.3 (#566)
Fixes tag anchor rendering Fixes pack format metadata * v1.19.3 * Fix dependency check (#565)
Domum Ornamentum wasn't marked as structurize dependency properly * Merge remote-tracking branch 'origin/version/1.19' into version/1.19 * hand correct settings object over * Don't pop neighbours on replace (#560)
When using the scan tool's replace function, it no longer pops off neighboring blocks (e.g. torches). * set path on scan not only name * hotfix * add back changelog * Local blueprints and style filters (#552)
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Show "." subfolder for local blueprints
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Add style pack filter
- Fix code warnings (#551)
Fixes various static analyzer warnings Closes directory enumeration streams properly Avoids busy-waiting for structure pack loading Avoids deadlocking if thread is interrupted during loading (e.g. client disconnect) * Scan & command tweaks (#554)
Increases the length limit on the scan tool name -- now it can (and should) contain a path, so longer names are needed Allows the paste and pasteFolder commands to use quoted strings instead of dotted.words. The dot conversions are still supported for backwards compatibility. But perhaps could be removed for 1.20. (Also why didn't they just use String.replace?) Gives better error responses for paste and pasteFolder in case the pack and/or blueprint specified don't actually exist. * Feature/tolerance (#550)
Even if the json is corrupt, continue loading other packs and print broken path * fix derp (#546)
If sent from client then it's Exec side Server * Fix painting placement (#549)
Painting placement properly positioned * Better fix for crash (#543)
Better fix for the build tool crash in Shape tool won't paste shape/Build tool crash after new scans #537 * Fix missing Hilbert blocks (#544)
Fixes missing column of blocks when using Hilbert iterator * Tag anchor substitution (#540)
render placeholders "OFF" now hides placeholders and "ON" shows them (setting was previously reversed) solid placeholders still always render as themselves, since the existing code to render them as their target block was explicitly disabled as it only worked server-side (or in single player), and I didn't want to change that enable datagen, with the intent to move more stuff there later fixes broken responses when using the tag tool (I don't know what LanguageHandler is trying to do, but it does parameters very badly) actually, since there weren't many usages left, just removed use of it for translation entirely (all the newer code was avoiding it anyway) fixes the output messages of the calipers -- it's not legal to build a single sentence from individual word translations supports the "invisible" tag on all schematics (previously this required implementing a special interface, and currently mcol only does this for buildings and not for decorations anyway; that handling can be removed after bumping) changes the "tag anchor" block to support a configurable replacement block that it will turn into when built/pasted, instead of always turning into air (this was needed primarily to allow the mcol mine blueprints to be tagged as invisible without changing their current anchor positions, but it may be useful in other cases as well) the default state is now transparent, to indicate that it will replace with air to "absorb" a replacement block, pick-block the tag anchor item on the desired block in the world all plain blocks are supported, and a limited whitelist of block entities (currently only chests, signs, lecterns, and DO blocks) the replacement block is shown in the hotbar selection and item rendering * Fix shape tool rotation (#545)
Fix (lack of) rotation with the shape tool * Fix crash if no packs (#541)
Fixes #537 * hotfix * Keybinds (#538)
- Use configurable keybinds for preview movement
- Update GH templates as requested
- Multi-Scan, Command, and Teleport (#535)
Adds a recipe for the tag tool, since there's no particular reason it can't be used in survival. image Pressing ESC out of the scan tool GUI will now remember the coordinates and schematic name previously entered. Previously, some random actions (editing the filter text or clicking the "show resources" button) would save the coords, but they would otherwise be reverted. The name would never be saved, although there was a way to auto-populate it (once). The schematic name is also shown on the scan tool's tooltip: image (actually this pic is a bit outdated, it shows a slot number on there now too) Enhanced the scan tool with multi-scan support: A single scan tool now contains 10 slots, numbered 1-9 plus 0. (If you really want more slots, you can use more than one tool; they're all independent.) Each slot holds one scan area (two corners), optional anchor, and a name. Anything can be stored in any slot; you can have the same name and/or coords in multiple slots if you like. Suggested usage is to put the "real" scan boxes for level 1-5 in slots 1-5, and use slots 6-0 for replace boxes and other temporary purposes. But you can do whatever works best for you. The coords are (almost) always saved; certain changes are reverted if you click the red X but otherwise (even if you click the X) it remembers the coords and the name in each slot. Caveat: the auto-name-from-anchor will only work if you clear the name manually first. But I suspect many people didn't even know this was a thing anyway. There are three different ways to switch between the slots: You can hold shift and mouse-wheel up or down with the scan tool selected. You can pick-block (def. middle-click) in air to switch up or sneak-pick-block in air to switch down. With the scan tool GUI open, you can press the number keys 0-9 to switch to that slot. Note that if you have input focus in a field (e.g. the scan name), the keys will type into that instead. ... * add paste command (#534)
Add a command to paste from * Some fixes (#532)
Add tooltips to alt slider Improve delete handling to not depend on other libraries Normalize filepaths Make sure we don't try to delete jar resources Allow suppressing file not found logs Fix wonky rotation with different levels Fix bedrock placeholder * Implement survival functionality for shape tool (#530)
Reintroduces survival mode functionality for shape tool (using new SurvivalBlueprintHandler system) Shapes are now generated purely client-side in the user's pack and sent as regular decoration build requests This allows shapes containing placeholders to be pasted either as placeholders or as constructed. (Caveat: hollow shapes are implemented by filling the interior with placeholders, so won't be hollow as such if schematic pasted.) As a side bonus, previously-used shapes can now be "recalled" using tbe build tool and looking in the user's Shapes folder There is still no automatic cleanup for these, so they will build up if the user keeps using unique shapes, but if they use the same ones repeatedly (even if from the shape tool rather than the build tool) then they will be re-used. Fixes success/error sounds playing at anchor location instead of directly for player (which means they were usually too far to be heard). Adds error sound usage to a few places Fixes a potential crash if an invalid survival blueprint handler id is received from the client. Tidies getOrCreateBlueprintPreviewData * clear on relog * fix sorting * Merge remote-tracking branch 'origin/version/1.19' into version/1.19 * don't print that message * Fix placement of settings menu in shape tool (#528)
Fixes settings menu appearing incorrectly in shape tool gui * bump * Merge remote-tracking branch 'origin/version/1.19' into version/1.19 * fix order * Respect groundlevel tags (#526)
Makes groundlevel tags work again with the new build tool * semi * bump and datagen fix * better sorting * Fixes the new build/scan tool schematic names (#524)
Stops the scan tool including .blueprint in the schematic name, which should make new build tool scans compatible with the old build tool again. * Structurize 1.5 (#517)
This has the all the adjustments for the new structurize backend. Could almost be called half way of a structurize 2.0
Changes proposed in this pull request: Loading structures more flexibly via structure packs Syncing between client and server Additional metadata in blueprints Support to render multiple blueprints at the same time Async handling of blueprints. A few details:
The API is the StructurePacks file, where blueprints can be Stored and retrieved from given a structure pack id (which leads to a structure pack) and the path within the structure pack. Structure pack metadata allows to locate the root of the structure pack folder.
The client and server loaders are mostly for client/server synching on startup and to initially discover structure packs. However, mods can also dynamically adjust their packs whenever they want.
Structure packs are stored in the mod resources but neither in the datapacks nor in the assets to avoid confusion. We handle syncing ourselves and treat the packs as "instance global". Similarly, locally players can drop them off in the root instance folder in a "blueprints" folder.
On scan, a special player folder is created inside this blueprints folder for the scans. Client side scans are also synced in a special way to the server to avoid servers having to distribute all of those to the other clients. * 1.19.1 compatible * better * improve * fixes * entity icon * Fix crash * Finish port * Revert ray(tracing the port) * fix * adjust level dat * at least make compile * First part of port * init port * Fixes to fake world (#506)
bump gradle and forge versions (min forge is recommended build) update fake world and chunk classes make substitution blocks smarter in c6155de preview will now respect surrounding biomes in full update (after rotate/mirror change) general cleanup removing most warnings (just 2 deprecations left) * Fix missing corner on iterator, caused by "iterating" to 0 0 0 at start * update (#505)
Fix 1.18 flowerpots * Update sceptergold.json * Fix racks not dropping content on break (#502) * Better compatibility with alternative sticks (#498)
Replace minecraft:stick with tag forge:rods/wooden
* check if pos is not null before instantiating it.
* add a null check
* also reset
* remove import
* Refresh after request (#494)
This should refresh the structure properly if it had to be requested. * Issue templates (#491) * remove current block in world on fail to recover in next step * adjust this * 1.18.2 * Have the required items added to the prePlacementLogic (#487)
This allows to properly set the hand held item too * Bring back the cursed thing (#485)
clean up gradle add download and setup methods for optifine runtime (not source decompile) cleanup code deprecations/few warnings add fog to preview rendering (boxes are still visible in fog) enable and fix optifine compat (tested on luma and seus shaders, without too) * fix oopsy * Fix supplycamp/ship issue * Fix chests (and related) contents scan (#480)
Added warning that container contents may not be listed When clearing the scan tool filter after entering some text, it wasn't switching back to show all items * port changes. * remove unnecessary log * Remove unserializable entities from scan tool windows entity list (#477) * Fix crash from entity list icon missing (#476)
Fix incorrectly applied patch from previous PR * Adjust non solid placeholder, add button to enable/disable rendering it (#472)
Adjust the non-solid placeholder model to be partially see-through Add button/setting to render them with the buildtool * Fix scan tool not showing fluid placeholder blocks in the resource list. (#474)
Fluid placeholders are now shown in the scan tool's resource list, like the light and solid placeholders. * hotfix2 * Hotfix * small ui fix * Fix undo (#466)
Fixes undo and adds a dedicated undo selection window, adds redo aswell * full meta save * hotfix replace * no sonar * turn off sonar * turn off crowdin * Update to newest * rename to structurize * TeamCity change in 'Let's Dev Together / Structurize' project: Versioned settings configuration updated

