by bzt » Wed Dec 04, 2019 11:09
It looks like this simple editor is not so simple any more (if we are looking at it's list of features :-) ). But it is still a single small executable (less than 256k).
The latest features:
1. not only the UI is translated, but the user can provide block name translations too (same format as the Minetest mods). I've provided quite a few translations (sorry about the quality, courtesy of Google Translate, but much better than nothing), see data/blocks_de.txt, blocks_ru.txt etc.
2. implemented brush feature. Now you can paint with sphere, dome, cylinder, cube, etc.
3. layer operations, you can insert or remove entire slices along each axis individually
4. flood fill, you can replace entire areas of the same block with another block type
5. redo / undo refactored and moved to a new source file to accomodate storing info on these new features
6. the Minetest mod part can now load and save MTS files easily using an intuitive tool, still without any dependency.
There's one feature that MTSEdit supports but which is not implemented in the Minetest Engine yet, biome specific names. With MTSEdit you can create schematics that does not contain "mcl_core:dirt" or "default:dirt" names directly, but instead "biome:node_filler" or "biome:node_top" for example. The purpose of this is to create structures that can be built-up in the world depending in which biome they are spawned. There's already a node name alias support in ME, so I'm hoping the developers will pick this up :-) It would be great, would allow houses made of sand in the desert and made of trees on the taiga using the same schematics.
Cheers,
bzt