UndertaleModTool v0.8.3.0
This is the 0.8.3.0 UndertaleModTool release, for 64-bit Windows. Downloads can be found at the bottom of this release.
("UTMT_CLI" is the command-line interface version with no GUI, supported for Windows, Ubuntu, and macOS.)
Changelog
Note: This is a minor release. To see the changes in major release 0.8.0.0, click here. To see the changes in minor release 0.8.2.0, click here.
Added
- Added code name filtering to the "Search in code" window by @VladiStep in #2152.
- (The script which was previously capable of this,
SearchLimited.csx, has now been removed.)
- (The script which was previously capable of this,
- Added functionality for using currently-selected code editor text as the default search text in the "Search in code" window by @VladiStep in #2154.
- Underanalyzer: CSX scripts can now take advantage of the newly-added
EnumerateChildren()on AST nodes that are produced by the decompiler, which can be useful for programmatically analyzing code, recursively.
Changed
- Game-specific data updated for base GameMaker functions and Deltarune functions updated, through multiple contributions by @colinator27, @Jacky720, and @VladiStep.
- New all-in-one Undertale/Deltarune debug script added,
Debug.csx, with new support for the recently-released Deltarune chapters.- (Special thanks to folks from the community for figuring out crash fixes.)
- All of the UTDR (Undertale/Deltarune) scripts have been renamed/recategorized to make it obvious which ones apply to which game.
- Code for sequence asset handling has been cleaned up, now properly supports color tracks, and has added support for audio effect tracks by @colinator27 in #2123.
- Added
os_switch2constant to the GML compiler and decompiler. - GML decompiler settings: "Allow leftover data on VM stack" is now enabled by default, which turns its exception into a warning.
- (This makes a decompiler error in some games no longer occur.)
- Small room asset instance ID deserialization performance boost and cleanup by @BioTomateDE in #2195.
- Strip metadata before writing auto-generated images by @Dobby233Liu in #2206.
Fixed
- Fixed
ExportSpritesAsGIF.csxfor sprites with no frames by @babro1 in #2139. - Fixed the GML VM disassembler producing Windows newlines, which was inconsistent with the GML decompiler (it will now always use Unix newlines) by @VladiStep in #2153.
- Fixed tileset grid size in the room editor not properly depending on the tileset asset size (leading to incorrect results in some cases) by @CST1229 in #2155.
- Fixed
ExportAllSounds.csxnot properly creating directories in some cases of exporting external sounds. - Fixed a crash that could occur when right-clicking some blank spots in the Game Object event grid by @VladiStep in #2177.
- Fixed the "Update range" button layout in font editor by @VladiStep in #2181.
- Fixed the loop condition for the CLI's
PromptLoadFilescripting method, similarly to howPromptChooseDirectorywas fixed in a previous release, by @ancientstraits in #2199. - Fixed
ImportGML.csxnot properly filtering for only GML files, and not properly supporting no-link imports. - Underanalyzer: Fixed compilation and decompilation of local function references from within a function declaration's argument list (default values), or within its inheritance call arguments.