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Update 0.5.8.1 Alpha: Minor fix for blueprints

Hello folks! This is only a minor update for blueprints, which enables block- and object placement and also allows you to rotate your blueprints (around all axis). Unfortunately there is one last restriction: You can't rotate blueprints when it contains one or more blocks.

Since position and rotation precision for construction elements and objects greatly increased, old worlds need to be converted. This happens automatically when loading the world for the first time. It may take some seconds up to a few minutes on huge worlds, please do not cancel this procedure.

Apart from that we fixed some bugs (some of them caused a lot of trouble for a few people).

This is probably the last update (except for some bugfixes) before we release the long expected biomes update. Stay tuned! :)

Changelog:

  • [Change] Blueprints now support blocks and objects (placement)
  • [Change] Blueprints can be rotated now (only constructions and objects)
  • [Change] Improved position and rotation precision for construction elements and objects
  • [Change] Keybinding for flymode can now be changed in the config.properties file
  • [Bugfix] Lua scripts will be reset correctly in singleplayer when returning to main menu
  • [Bugfix] Blueprint constructionelements will be placed correctly now
  • [Bugfix] Multiplayer settings for blueprints work correctly now
  • [Bugfix] Fixed issue which prevented the dedicated server to start on some vservers
  • [Bugfix] Fixed issue which prevented some players to join a multiplayer game

Bugfix 2015-07-29:

  • [New] "setp" console command which allows you to change precision of construction element movement (when freezed), basically the same as "setr" (which sets rotation precision)
  • [Bugfix] Fixed issue which prevented the game from starting
  • [Bugfix] Glass panels now correctly adapt to window elements
  • [Bugfix] Server: Cannot load newer worlds with old server versions anymore (messed up the world)

Bugfix 2015-08-01:

  • [Bugfix] Fixed size of gap when placing several construction elements in a row
  • [Bugfix] Using texture id's higher than 128 when spawning a construction element via command (e.g. woodplank or woodbeam) works correctly now