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MCEdit-Unified-Preview

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This repository is for hosting .dlls required by the Windows build of MCEdit-Unified and for hosting the testing releases.

Warnings

  • Loss of data may occur, back up anything you do not want to be lost
    • Using these testing builds on worlds/saves may have unforseeable consequences, use at your own risk
    • I am not responsible for any data lost and/or corrupted
  • These builds are not guarunteed to be stable, frequent errors and crashing may occur
  • Any feature present in a testing release is not guarenteed to be in the final release
  • Testing releases are built on a different system and way than our previous releases
    • This means there may be issues that prevent launching MCEdit-Unified, report these issue to this Github
    • I may not be able to fix any/all startup issues
  • These builds have update notifications disabled, so check regularly for new testing builds.
    • Submitting a bug with an older version that's older than a week old will cause a delay in verifying it and may result in the bug report being closed immediately until the bug is reported on the current testing version

FAQ

  • Why aren't there any Mac OS X testing releases?

    • There are CI systems out there that support building on Mac OS X, however I do not have access to a Mac, so I am not able to personally test/verify that the build worked. Thus, I cannot be sure that the Mac OS X testing builds would even work on other computers. There may be testing builds for Mac OS X in the future, but I cannot promise anything. If you would like to help add Mac builds, open an issue!
  • How much time do I have to submit a bug report until the build is considered old?

    • One week after the build was posted
  • How often are builds made?

    • Builds are created every Friday at 11:59 UTC
  • Do I have to signup anywhere to test these builds?

    • No, but I ask you to read the Warnings section above and to report any/all bugs or errors that you encounter as soon as you can along with the steps to reproduce
  • Where is the changlog?

    • Changelogs are not automatically generated, so changes have to be manually added after every build. This will take some time, so please be patient if you don't see a changelog immediately after a build

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