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Packwright

Changelog

Was sich in Packwright ändert.

Jede veröffentlichte Version mit ihren Änderungen, neueste zuerst.

1.4.0

Blockbench round-trip editing, asset redirects, and item/GUI binding improvements.

New

  • Models: "Open in Blockbench" opens an already-imported model back in Blockbench for edits, and automatically re-applies it on save -- keeps the model's id, key, and every binding intact. Also fixes broken texture mapping on models with sparse faces (common for anything not authored fresh in Blockbench).
  • Models & Textures: redirect a single asset, or an entire folder, to a different namespace/path in one move -- any model bound to it is automatically relinked.
  • GUI Sprites page: sprites now group by namespace and folder in a collapsible tree, matching the Models/Textures pages, plus search.
  • GUI Sprites: importing a PNG now also picks up a matching .mcmeta sidecar's scaling (stretch/tile/nine-slice) as the starting configuration, instead of always defaulting to plain stretch.
  • GUI Sprites: the editor is now a two-column layout (settings and live preview side by side), so the preview is always visible while you adjust nine-slice borders instead of being pushed below the fold.
  • Items: editable base/GUI-branch fallback models, a GUI-context model split, and swap_animation_scale support (1.21.11+) -- all behind the existing overlay system for per-profile overrides.
  • Fonts page: reworked font-provider dialog.
  • Models: a model missing an explicit "particle" texture now falls back to minecraft:missingno at build time, unless it inherits one via a parent chain.

Fixes & polish

  • The optional "protect ZIP from casual tools" export setting is significantly more effective now -- normal archive tools genuinely can't recover a file's real content anymore, without needing a password prompt.
  • Various save/profile-persistence fixes around deploy and project state.

Where to go from here:

1.3.0

Texture organization, unused-asset detection, and Java codegen naming fixes.

New

  • Textures page: textures now group by namespace and folder in a collapsible tree, with bulk collapse/expand-all -- much easier to navigate on packs with hundreds of textures.
  • Fonts page: a dedicated dialog for editing font providers, plus a clearer column view and cross-provider reference checks.
  • New "Unused assets" section on the Issues page, flagging models and textures nothing references as cleanup candidates.
  • A texture not bound to any model now still ships in the build -- previously it was silently dropped, which mattered for textures meant for a resourcepack path Packwright has no model concept for.
  • Dev mode: a Ctrl+Shift+B export hotkey and an editable output folder.
  • A shared {{VARIABLE}} picker for inserting tokens like {{BUILD_NUMBER}} wherever pack.mcmeta's description supports them.
  • Models page: move an entire folder into a different namespace at once.

Fixes & polish

  • Self-host publish now returns the full public URL including the file name, not just the base URL.
  • Java code export (Pro): font/item filters and the chosen platform/export mode are now remembered per project instead of resetting; generated Fonts.java naming now matches the existing Resourcepack-Builder tool's own conventions.
  • {{BUILD_NUMBER}} and {{PACK_VERSION}} now pad numeric values to 4 digits (e.g. "0007").
  • The item binding list's "active" status badge stays green, matching the existing convention next to the red conflict badge.

Where to go from here:

1.2.0

Self-hosted publishing via FTP/SFTP, plus bulk model organization and a round of fixes.

New

  • Publish your built resourcepack straight to your own FTP, FTPS, or SFTP server (Pro feature) -- configure host, credentials, and remote path on the Hosting page. The password never enters the project file: it's encrypted via your OS's secure credential store, with no plaintext fallback if none is available.
  • The remote file name can reference the same {{VARIABLE}}s pack.mcmeta's description already supports, e.g. resourcepack-{{BUILD_HASH}}.zip for a name that changes with the pack's content.
  • Move an entire folder of models into a different namespace at once, and collapse/expand all of a namespace's folders in one click -- both new on the Models page.
  • A loading overlay while saving a project, matching the one already shown while opening one.

Fixes & polish

  • Self-hosting's "Test Connection" no longer fails with "Authentication failed" after restarting the app or reopening a saved project -- it now falls back to the securely stored password instead of sending a blank one.
  • Account and License now sit side by side in one card instead of two stacked ones, and the self-hosting settings are collapsible instead of always taking up the whole page.
  • More breathing room around banners and above the self-hosting card's Publish section.
  • Port and password fields on the self-hosting card are properly styled instead of falling back to unstyled browser defaults.
  • The item binding list's "active" status badge is green instead of orange, so it reads clearly next to the red conflict badge.

Where to go from here:

1.1.0

Performance and 3D preview accuracy, plus a few new editing tools.

Performance

  • Typing in Resourcepack Settings (or anywhere else) no longer lags on large packs -- two separate reactive-recompute bugs fixed that were re-serializing the entire project on every keystroke.

New

  • Free-form pack version field in Resourcepack Settings, available as {{PACK_VERSION}} in the description
  • Extract any texture to a PNG on disk, or edit it live: open it in your own image editor (configurable under Settings) and changes sync back into the project automatically on save
  • A loading overlay while a large project opens, instead of a frozen window

3D preview, matching Blockbench more closely

  • The GUI display slot's inventory-cell backdrop now matches Minecraft's real 18px/16px slot proportions
  • The Ground display slot animates: items spin and bob in place like a real dropped item, and no longer sink into the reference block
  • The Head display slot renders items at the correct (smaller) scale instead of oversized
  • The Frame display slot now shows an actual item frame -- wood border, leather backing, mounting block -- sized and positioned correctly, with items floating clear of its face

Also in this release

  • Legacy color codes (§ codes) now render correctly in the launcher's recent-projects list, not just the open project's title bar
  • A player-head item's transformation now survives import and rebuild correctly

Where to go from here:

1.0.0

Packwright's first public release.

Packwright is a desktop app for building Minecraft resourcepacks: no hand-written JSON, no wrestling with folder layouts. Design custom items, GUIs, sounds and fonts in real editors, then export a ready-to-use .zip with the SHA-1 your server.properties needs. Built for modern Minecraft (1.21.4+, the item-definition system) -- Windows today, macOS and Linux planned.

Free, forever:

  • Every editor: items, models, GUIs, sounds, fonts, languages, blockstates
  • Blockbench import with a live 3D preview
  • Up to 25 item bindings per project
  • Build to .zip including the SHA-1, one target version
  • Unlimited projects, everything stored locally on your own machine

Packwright Pro (29 EUR, one-time per team):

  • Unlimited item bindings per project
  • Import existing resourcepacks
  • Multi-version export via overlays
  • Java code export for Fabric and Spigot
  • Shaders and other files, passed through unchanged
  • Publishing through Packwright Hosting, with version history
  • Bought right inside the app -- an embedded Stripe checkout, no separate account or website purchase needed

Packwright Hosting (included with Pro):

  • Publish a pack straight from the app and get back a stable URL + SHA-1
  • Every publish after the first is one click -- no FTP, no renaming files, no fresh link to hand out
  • Full version history: roll back to or pin any previous version

Also in this release:

  • Redeem an admin-issued key to unlock Pro without going through checkout (giveaways, bundles, beta testers)
  • Project files (.pwproj) are encrypted at rest when saved
  • New About screen under Help, showing the installed version
  • DevTools restricted to local development builds

Where to go from here: