bedrockR
- 12 Devlogs
- 67 Total hours
A GUI-Based Minecraft Bedrock Addon Creator (Version a1.0->a1.2 on SOM, Version a2.0 on FT)
(slack channel)[https://hackclub.enterprise.slack.com/archives/C0A3BTZ0DL5]
Website: https://bedrockr.xplate.dev
A GUI-Based Minecraft Bedrock Addon Creator (Version a1.0->a1.2 on SOM, Version a2.0 on FT)
(slack channel)[https://hackclub.enterprise.slack.com/archives/C0A3BTZ0DL5]
Website: https://bedrockr.xplate.dev
As a prize for your great work, look out for a bonus prize in the mail :)
It’s time…
Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while.
I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this.
This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features.
You almost certainly WILL find bugs, I NEED these reported, I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped.
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Anyways, this might very well be the last of me on Stardance, thank you for following my code optimization journey, and I hope you enjoy bedrockR!
I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes, uhhh… i think i should make this.
I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible.
Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time)
I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering…
I’ve also decided that i should probably release this version in 2 releases, a3.0PRE, and a3.0, because i haven’t released any versions in over 4 months.
this time, i didn’t take 10 hours to do something!
Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something.
Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view.
You can also FINALLY select them for blocks and such. (hopefully the video works)
Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now.
I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts.
Also, I implemented some old, custom window icons, that i never figured out how to use.
i kinda underestimated how long i was coding for yesterday
I did more cleaning, and some more ui stuff. One of those was the social icons.
I finally finished adding back all of the RElementValues, so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster….
It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice.
RMapValues rework
Just like with RElementValues, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else;
Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work.
Now im gonna continue resource stuff
pssst, hey i have a slack channel if you want more dev things
im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points:
also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v
ok so the dreaded day has finally come…
The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀
3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long.
However, I finally decided to redo the whole thing to continue my “code cleaning quest”
So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc.
And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅)
i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did
yea i thought i said this last devlog, but cleaned more code, and redid most of the program again.
Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements.
Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later.
Time to do some ui!
(also i did more code cleaning, and i renamed a ton of stuff)
Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER.
I expect to be doing a bunch of code clean, now that I have even MORE experience with java.
For release a2.2, I’m planning structures, but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on.
I also MIGHT continue on the android version.
slack channel for more updates
I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating.
Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…
Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.
it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style.
(the versions page will be fixed soon)
I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing