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Mine-imator 2.0 Pre-release 4 (Phase 1)


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Amazing. I might revive my old animation series now that I can use mine-imator on Linux.
We'll see.

The worldimporter selection tool seems really smooth and intuitive. Though it crashed when I tried to load some of my older saves.
If old versions of minecraft is unsupported, you should probobly set up a check that stops loading, preventing the program from crashing.

Another note, I keep separate minecraft folders. And thus my main testworld, what I would most likely use for imports to mine-imator, is not located in /.minecraft.

While I was able to navigate to it manually, it would be nice if mine-imator could take a sniff at /.minecraft/launcher_profiles.json and list all the gameDir entries in the importer tool.

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On 6/4/2022 at 4:41 AM, moniker said:

Slime is now working. What about error logs tho? I click on View log and nothing happens.

 

Log should be in the Data folder of the installation, can you check?

If it's not there try running MI as administrator.

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On 6/4/2022 at 10:50 AM, david said:

Log should be in the Data folder of the installation, can you check?

If it's not there try running MI as administrator.

There was a log.txt file:
 

14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290
14:48:55 [FATAL ERROR] Invalid id -4
in App::Asset::Find:71



Running under admin and clicking View log still wouldn't open the log. Anyway, that's the log after the load_folder thing which I assume is the relevant part.

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@davidI can't open the 2.0 version, and here is the log.txt

0:51:09 Mine-imator version 2.0 Pre-release 1 (2022-05-30)
0:51:09 OS: Windows
0:51:09 working_directory: L:/Mine-imator/
0:51:09 user_directory: L:/Mine-imator/Data/
0:51:09 OpenMP max threads: 4
0:51:09 Found temporary folder C:/Users/ETO/AppData/Local/Temp/Mine-imator_tmp/
0:51:09 OpenGL version: 4.3
0:51:09 Minecraft saves from C:/Users/ETO/AppData/Roaming/.minecraft/saves
0:51:10 DPI: 96,96
0:51:10 GLSL version 430
0:51:11 Create vertex format
0:51:11 Shader init
0:51:11 shaders_are_supported: yes
0:51:11 shader_distort compiled: yes
0:51:11 shader_ca compiled: yes
0:51:11 shader_high_light_desaturate compiled: yes
0:51:11 shader_noise compiled: yes
0:51:11 shader_vignette compiled: yes
0:51:11 shader_color_correction compiled: yes
0:51:11 shader_blur compiled: yes
0:51:11 shader_add compiled: yes
0:51:11 shader_high_bloom_threshold compiled: yes
0:51:11 shader_color_glow compiled: yes
0:51:11 shader_high_ssao_depth_normal compiled: yes
0:51:11 shader_high_ssao_blur compiled: yes
0:51:11 shader_high_ssao compiled: yes
0:51:11 shader_high_light_sun compiled: yes
0:51:11 shader_high_light_spot compiled: yes
0:51:11 shader_high_light_point_shadowless compiled: yes
0:51:11 shader_high_light_point compiled: yes
0:51:11 shader_high_light_night compiled: yes
0:51:11 shader_high_light_apply compiled: yes
0:51:11 shader_high_fog_apply compiled: yes
0:51:11 shader_high_fog compiled: yes
0:51:11 shader_high_dof_coc_blur compiled: yes
0:51:11 shader_high_dof_coc compiled: yes
0:51:11 shader_high_dof compiled: yes
0:51:11 shader_high_aa compiled: yes
0:51:11 shader_replace compiled: yes
0:51:11 shader_draw_texture compiled: yes
0:51:11 shader_depth_point compiled: yes
0:51:11 shader_depth compiled: yes
0:51:11 shader_color_fog_lights compiled: yes
0:51:11 shader_color_fog compiled: yes
0:51:11 shader_color_camera compiled: yes
0:51:11 shader_border compiled: yes
0:51:11 shader_blend compiled: yes
0:51:11 shader_alpha_test compiled: yes
0:51:11 shader_alpha_fix compiled: yes
0:51:11 Loading legacy file
0:51:11 Make transitions
0:51:11 Transitions OK
0:51:11 Loading language file: L:/Mine-imator/Data/Languages/english.milanguage
0:51:11 Windows startup

 

 

ps:I'm useing windows11

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On 5/30/2022 at 2:47 AM, david said:

 

56893170.png

 

Good news! The first pre-release of the legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:

Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
Phase 2 (Late August(?)): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1

Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.

Note: Back up your projects before installing, or install in a separate location!
 
Now, without further delays...

 

Get for Windows

Get for Windows (.zip)

Get for Mac

Get for Ubuntu/Debian

(Stay tuned for Arch/Fedora support...)

 

 

2.0 Pre-release 1 (2022-05-30), changes:

Features

  • Mac OS support
  • Linux support (Debian/Ubuntu)
  • Drag-n-drop mode when adding objects from the workbench after clicking “Create”
    • Objects are locked to the mouse and snaps to the world until released
    • Hold Shift while clicking “Create” to spawn at 0,0,0
    • Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16)
  • New world importer
    • 3D interface integrated into software
      • Left click: Rotate/Create selection
      • Middle click: Pan
      • Right click: Fly (+WASDQE)
      • Mouse wheel: Zoom towards/away from cursor
      • Shift: Ignore selection
    • Increased performance and stability improvements
    • Shortcut button in toolbar
    • After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk)
  • Multi-monitor support
    • Drag the timeline or secondary view out of the window to detach as a new window
    • Alternatively, click the new “Pop out”/”Reset” buttons
    • Monitor setup is saved when re-opening Mine-imator
  • “Cancel” option when exiting the software via “X”
  • Assets and files can be dropped into the software from the system file explorer

Improvements

  • Overall software performance improved by x3-5
  • Particle performance improved by roughly x10
  • Audio loading is now instant
  • Scenery/.schematic importing up to x10 times faster, depending on CPU cores
  • Optimized memory usage for 3D meshes, meaning bigger scenery can be imported
  • Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear)
  • Project/resource loading stability improvements
  • Program now runs in x64 mode using C++

Changes

  • “Sunlight Strength” is now 100% by default (this setting may be removed in the future)
  • Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing)
  • New error message popup with direct links to log file and Mine-imator forums
  • Log file moved to application folder

 

Installation:

Windows: Run the installer executable or extract the .zip archive before running.
Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
Linux (Ubuntu/Debian): Either double click the .deb file to run the Software Installer or run the following command in the folder:

sudo apt install ./Mine-imator 2.0 Pre-release 1.deb

Mine-imator can then be found in your Applications menu.

 

We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!

 

Donate to Mine-imator development

($5+ one-time or recurring)

 

Cheers,
David

Just tried rendering on it, I went from rendering ~2.5 frames per second to like 5 fps! Amazing! Can't wait for the full release!

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@david I've been doing some debugging and I have found something interesting. It seems what was causing my previous project (at least the one i've debugged) to crash has something to do with particles. Specifically, some particle objects cause the crash, others work. They trigger the error I posted a page ago. Here is the object:

https://www.dropbox.com/s/f4jddr2bv8ypvg6/Part_Glass.miobject?dl=0
 

As you can see, it crashes on 2.0 but it works on 1.2.9. I suspect all problems on my other projects have to do with particles. I saw some other different numbers on errors, but I think it's probably related to particles as well. This is great news since it may be an easy fix and previous projects will be working fine.

Edited by moniker
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WASD does not work for movement. When I use the right mouse button, it just takes me away from the object, while I don't click anywhere else. Is this a mistake, or have you changed the mechanics of movement in the new version?

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This Mine Imator 2.0 I can't open

hallo i can't open 2.000   

hear the log.tex

4:13:48 PM Mine-imator version 2.0 Pre-release 1 (2022-05-30)
4:13:48 PM OS: Windows
4:13:48 PM working_directory: C:/Users/PC/Mine-imator/
4:13:48 PM user_directory: C:/Users/PC/Mine-imator/Data/
4:13:48 PM OpenMP max threads: 4
4:13:48 PM Found temporary folder C:/Users/PC/AppData/Local/Temp/Mine-imator_tmp/
4:13:48 PM OpenGL version: 3.1
4:13:48 PM Minecraft saves from C:/Users/PC/AppData/Roaming/.minecraft/saves
4:13:48 PM DPI: 96,96
4:13:48 PM [FATAL ERROR] Could not initialize OpenGL
in App::GLRenderer::initializeGL:29
 

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On 5/30/2022 at 5:47 AM, david said:

 

56893170.png

 

Good news! The first pre-release of the legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:

Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
Phase 2 (Late August(?)): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1

Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.

Note: Back up your projects before installing, or install in a separate location!
 
Now, without further delays...

 

Get for Windows

Get for Windows (.zip)

Get for Mac

Get for Ubuntu/Debian

(Stay tuned for Arch/Fedora support...)

 

 

2.0 Pre-release 1 (2022-05-30), changes:

Features

  • Mac OS support
  • Linux support (Debian/Ubuntu)
  • Drag-n-drop mode when adding objects from the workbench after clicking “Create”
    • Objects are locked to the mouse and snaps to the world until released
    • Hold Shift while clicking “Create” to spawn at 0,0,0
    • Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16)
  • New world importer
    • 3D interface integrated into software
      • Left click: Rotate/Create selection
      • Middle click: Pan
      • Right click: Fly (+WASDQE)
      • Mouse wheel: Zoom towards/away from cursor
      • Shift: Ignore selection
    • Increased performance and stability improvements
    • Shortcut button in toolbar
    • After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk)
  • Multi-monitor support
    • Drag the timeline or secondary view out of the window to detach as a new window
    • Alternatively, click the new “Pop out”/”Reset” buttons
    • Monitor setup is saved when re-opening Mine-imator
  • “Cancel” option when exiting the software via “X”
  • Assets and files can be dropped into the software from the system file explorer

Improvements

  • Overall software performance improved by x3-5
  • Particle performance improved by roughly x10
  • Audio loading is now instant
  • Scenery/.schematic importing up to x10 times faster, depending on CPU cores
  • Optimized memory usage for 3D meshes, meaning bigger scenery can be imported
  • Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear)
  • Project/resource loading stability improvements
  • Program now runs in x64 mode using C++

Changes

  • “Sunlight Strength” is now 100% by default (this setting may be removed in the future)
  • Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing)
  • New error message popup with direct links to log file and Mine-imator forums
  • Log file moved to application folder

 

Installation:

Windows: Run the installer executable or extract the .zip archive before running.
Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
Linux (Ubuntu/Debian): Either double click the .deb file to run the Software Installer or run the following command in the folder:

sudo apt install ./Mine-imator 2.0 Pre-release 1.deb

Mine-imator can then be found in your Applications menu.

 

We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!

 

Donate to Mine-imator development

($5+ one-time or recurring)

 

Cheers,
David

n o i c e 

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On 6/9/2022 at 3:20 PM, Fox Miner said:

I didn't think of doing a topic about this one so just like this @david

The reload button doesn't work, it won't reload nothing (in the recourses tab)

Be sure you are editing/modifying the copied resource (in the project folder), not the original one.

If you still have the issue feel free to send the project file and I'll look.

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On 6/9/2022 at 3:47 PM, david said:

Be sure you are editing/modifying the copied resource (in the project folder), not the original one.

If you still have the issue feel free to send the project file and I'll look.

Hmm, like before I remember that Mine-imator could reload the files I recently selected (from that one folder I selected them) but now not? was it a bug? Because if, then add it back, it was one of the best! anyways thx

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On 5/30/2022 at 5:47 AM, david said:

 

56893170.png

 

Good news! The first pre-release of the legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:

Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
Phase 2 (Late August(?)): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1

Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.

Note: Back up your projects before installing, or install in a separate location!
 
Now, without further delays...

 

Get for Windows

Get for Windows (.zip)

Get for Mac

Get for Ubuntu/Debian

(Stay tuned for Arch/Fedora support...)

 

 

2.0 Pre-release 1 (2022-05-30), changes:

Features

  • Mac OS support
  • Linux support (Debian/Ubuntu)
  • Drag-n-drop mode when adding objects from the workbench after clicking “Create”
    • Objects are locked to the mouse and snaps to the world until released
    • Hold Shift while clicking “Create” to spawn at 0,0,0
    • Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16)
  • New world importer
    • 3D interface integrated into software
      • Left click: Rotate/Create selection
      • Middle click: Pan
      • Right click: Fly (+WASDQE)
      • Mouse wheel: Zoom towards/away from cursor
      • Shift: Ignore selection
    • Increased performance and stability improvements
    • Shortcut button in toolbar
    • After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk)
  • Multi-monitor support
    • Drag the timeline or secondary view out of the window to detach as a new window
    • Alternatively, click the new “Pop out”/”Reset” buttons
    • Monitor setup is saved when re-opening Mine-imator
  • “Cancel” option when exiting the software via “X”
  • Assets and files can be dropped into the software from the system file explorer

Improvements

  • Overall software performance improved by x3-5
  • Particle performance improved by roughly x10
  • Audio loading is now instant
  • Scenery/.schematic importing up to x10 times faster, depending on CPU cores
  • Optimized memory usage for 3D meshes, meaning bigger scenery can be imported
  • Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear)
  • Project/resource loading stability improvements
  • Program now runs in x64 mode using C++

Changes

  • “Sunlight Strength” is now 100% by default (this setting may be removed in the future)
  • Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing)
  • New error message popup with direct links to log file and Mine-imator forums
  • Log file moved to application folder

 

Installation:

Windows: Run the installer executable or extract the .zip archive before running.
Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
Linux (Ubuntu/Debian): Either double click the .deb file to run the Software Installer or run the following command in the folder:

sudo apt install ./Mine-imator 2.0 Pre-release 1.deb

Mine-imator can then be found in your Applications menu.

 

We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!

 

Donate to Mine-imator development

($5+ one-time or recurring)

 

Cheers,
David

It's good but, The program closes randomly, Can some developer fix that?

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On 5/30/2022 at 2:47 AM, david said:

 

56893170.png

 

Good news! The first pre-release of the legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:

Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
Phase 2 (Late August(?)): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1

Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.

Note: Back up your projects before installing, or install in a separate location!
 
Now, without further delays...

 

Get for Windows

Get for Windows (.zip)

Get for Mac

Get for Ubuntu/Debian

(Stay tuned for Arch/Fedora support...)

 

 

2.0 Pre-release 1 (2022-05-30), changes:

Features

  • Mac OS support
  • Linux support (Debian/Ubuntu)
  • Drag-n-drop mode when adding objects from the workbench after clicking “Create”
    • Objects are locked to the mouse and snaps to the world until released
    • Hold Shift while clicking “Create” to spawn at 0,0,0
    • Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16)
  • New world importer
    • 3D interface integrated into software
      • Left click: Rotate/Create selection
      • Middle click: Pan
      • Right click: Fly (+WASDQE)
      • Mouse wheel: Zoom towards/away from cursor
      • Shift: Ignore selection
    • Increased performance and stability improvements
    • Shortcut button in toolbar
    • After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk)
  • Multi-monitor support
    • Drag the timeline or secondary view out of the window to detach as a new window
    • Alternatively, click the new “Pop out”/”Reset” buttons
    • Monitor setup is saved when re-opening Mine-imator
  • “Cancel” option when exiting the software via “X”
  • Assets and files can be dropped into the software from the system file explorer

Improvements

  • Overall software performance improved by x3-5
  • Particle performance improved by roughly x10
  • Audio loading is now instant
  • Scenery/.schematic importing up to x10 times faster, depending on CPU cores
  • Optimized memory usage for 3D meshes, meaning bigger scenery can be imported
  • Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear)
  • Project/resource loading stability improvements
  • Program now runs in x64 mode using C++

Changes

  • “Sunlight Strength” is now 100% by default (this setting may be removed in the future)
  • Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing)
  • New error message popup with direct links to log file and Mine-imator forums
  • Log file moved to application folder

 

Installation:

Windows: Run the installer executable or extract the .zip archive before running.
Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
Linux (Ubuntu/Debian): Either double click the .deb file to run the Software Installer or run the following command in the folder:

sudo apt install ./Mine-imator 2.0 Pre-release 1.deb

Mine-imator can then be found in your Applications menu.

 

We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!

 

Donate to Mine-imator development

($5+ one-time or recurring)

 

Cheers,
David

What Mac OS versions work with 2.0?

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How close it is an update that inlucdes 1.19 blocks?

Also, would it be possible to read .construction files? It is so time consuming to deal with world files instead of .construction files where you don't need to cut the part of the world you want to import every time you want to modify a block from your scenario, and .schematic is a deprecated format that does not save any blocks newer than 1.12.

 

Edited by moniker
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