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)