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Stand-ins are in place for the Minecraft 1.11 beta observer and shulker boxes. The new textures for these are not yet integrated into Mineways, as I don't like to integrate blocks and their texture names until the release is official. For now you'll get something approximating these new blocks.
Material subtypes can be output: for example, Stone has seven types. Normally only one material, "Stone", is output, but you can have "Stone", "Stone__1", "Stone__5" for each type used, by its data value.
Command line option added: you can specify the folder where your Minecraft world save folders are stored, if you want to use another directory location. The format is -s directory. (Thanks to this redditor for this suggestion.)
The selection box now shows against empty or missing blocks. (Thanks again to this redditor for this suggestion.)
Flower pots are fully supported for rendering, as block entities are now read in. Reading in block entities was pretty involved...
Mob heads are properly scaled and positioned, but are still rendered as pumpkins. Adding the real heads is on the TODO list, but involves using unwrapped textures; the dragon head in particular is quite elaborate. Note that with Material subtypes feature the different heads will be identified by their material.
Efficiency/bug fix: 3D print OBJ models were exporting with separate materials and groups. These are unnecessary, as is the alpha channel texture output. However, if exported using a single material, the alpha textures were getting used. Fixed.
Import of models exported from the Nether and The End using Import Settings now switch to these world types on import. Only models exported from this or later versions will contain the "View Nether" and "View The End" header information needed for this to work.
Automatic height adjustment when using Hide obscured (usually on in the Nether) now takes this feature into account, to give a better bottom starting height.
Monster eggs now output mossy, cracked, and chiseled stone brick versions, a 1.7.2 change I finally noticed.
End portal frames now show the eye of ender if present, and also are rotated (though not 100% compliant, as I don't want to mess with adding a bunch of rotation flags).
Pumpkins and Jack O' Lanterns now show the faceless varieties (data value 4).
Centering the model around the origin now maintains coordinates. That is, if you use color schemes to select various blocks for export and centering is on, each export will use the same centered coordinates. Prior to this fix, each export would be centered around whatever blocks were actually output, meaning that different exports of the same volume would not align. Some renderers such as RenderMan need all transparent faces. This improvement lets you export water or other transparent objects so that they generate all faces, not just those faces that border air, though you have to perform two exports to do so. I might add yet another checkbox for having transparent surfaces always generate faces...
Bug fix: A block with vines hanging on all 4 sides and with the bottom covered could potentially crash Mineways. Array sizes increased.
Bug fix: If lesser block export is turned off for rendering, composite overlay must also be off, as the whole "small object" subsystem is not used. This bug caused a crash. (Thanks to this redditor for reporting this bug.)
Bug fix: Anvil top blocks were output twice, causing the top of the anvil to not show correctly.
Bug fix: Acacia and jungle saplings were getting turned into oak and spruce saplings, due to masking out the two high data value bits.
Bug fixes: The export options for OBJ were getting trashed when VRML or STL export was done first. Also, some options that were supposed to be unchangeable could be changed. I think I fixed this system now...
Bug fix: Areas with X or Z coordinates outside of the -1,000,000 to 1,000,000 range would give an out of memory error, due to some lazy bounds testing I put in. Changed 999999 to INT_MAX, -999999 to INT_MIN throughout the code. (Thanks to David Ng for reporting this bug.)