Releases: kagenocookie/REE-Content-Editor
Releases · kagenocookie/REE-Content-Editor
v0.6.8
Additions
- Added multi character animation support to Mesh Viewer
- Added toggle for color space of imported PNG/TGA images to prevent conversion issues
- Added support for opening files directly from the OS File Explorer (if Content Editor is registered to open the file type or via CLI)
- Added notice message when closing files
- Added support for .cmat path in new rcol shape format
- Added button to reset MDF texture path reset to a null file
- Added FBX export scale setting for meshes
- Added warning when importing mesh with too many deforming bones
- RE9: Added WIP item, weapon, costume entities
- Expanded bookmarks for RE9 and RE4 (thanks to Raq)
Changes
- Mesh lod factor values now stay unchanged after re-importing a mesh
- Ignore root motion setting within Mesh Viewer now persists across launches
- Slightly improved mesh collection additional mesh input UI
- Improved handling of sub PAK file output
- MDF2 materials can be reordered
- Prevented caching of opened original file after adding to bundle from PAK Browser
Fixes
- Fixed missing bones in exported animations when mesh collections are active
- Fixed writing of some mdf2 file parameters
- Fixed case sensitivity issue with loading streaming meshes from loose files
- Fixed support for MH Wilds .gui files
- Fixed an issue when converting .tex from older to >= MHWs formats
- Fixed some issues with non-square texture conversion
Full Changelog: v0.6.7...v0.6.8
v0.6.7
- Fully resolved all mesh read/display for RE9
- Added support for additional .gui file struct
- Fix issue with opening linked scene that was already opened before
- Fixed error when opening mesh info for skeleton-only mesh files
Full Changelog: v0.6.6...v0.6.7
v0.6.6
Improvements
- Added mesh collections to mesh viewer for displaying multi part meshes
- Added support for skeleton override files to mesh viewer
- Added RE9 support for most file formats
- Added game prefix to all recent file types
- Improved unknown file handling in PAK Browser
- Added MDF2 file search
- Changed home page to always open on startup by @SilverEzredes in #51
- Changed home page to auto-close when subwindows are opened by @SilverEzredes in #51
- Added tips to home page by @SilverEzredes in #51
Fixes
- Fixed an issue with pasting rcol groups
- Fixed issue with "Find files" for some resource path pickers
- Fixed save issue with motion data retargeting between games
Full Changelog: v0.6.5...v0.6.6
v0.6.5
Additions
- Added new home page by @SilverEzredes in #50
- Added main app icon (by @SilverEzredes)
- Added auto sorting of .wel file event lists
- Added buttons to clear recent file lists
- Added support for sub pak patches for newer games
- Added "revert" context menu button for most objects
- Added jump to page top button by @SilverEzredes in #49
- Added animator hotkeys by @SilverEzredes in #49
Improvements
- Reworked scene tree display and improved filtering features (.scn / .pfb)
- Swapped to more portable DirectXTex library for texture conversion
- Simplified component list display
- Improved GameObjectRef field value loading and copy/duplicate handling
- More icons & UI/UX polish by @SilverEzredes in #49
Fixes
- Fixed reused action instance issue when copying bhvt/motfsm2 nodes
- Resolved most (all?) Pragmata MPLY meshes scaling
- Fixed unpacking of some 4.2 PAK files (.mov, .spck)
- Fixed wrong ordering and group hash calculation for EFX files with non-ascii group names
- Fixed updating of composite mesh 3D view when editing their transforms from UI
- Fixed error when opening U8/S8 enum fields with no il2cpp cache
- Fixed mottree read support for MHRise
- Fixed Windows-specific issue with OS clipboard when certain editors are open
- Fixed issue with viewing motlist animations with duplicated names
- Fixed issue with loading some MH Wilds streaming meshes
- Fixed an issue where the user could get stuck on page N when using search mode by @SilverEzredes in #49
- Fixed an issue where switching pages wouldn't reset the scrollbar position by @SilverEzredes in #49
Full Changelog: v0.6.4...v0.6.5
v0.6.4
Additions
- Implemented MDF Bookmarks by @SilverEzredes in #46
- Added file upgrade window (supported for a few file formats)
- Added MDF2 texture list batch export
- Added game name prefix to recent files list
- Added copy/paste support to via.Transform component
- Added copy/paste support for full rcol request sets
- Added class overview in RSZ Data Finder
- RE4: Added enemy spawn preview
- MH Stories 3: Added basic support for demo
Improvements
- Added euler angle display for quaternions
- Message Editor UI polish & MHST3 Bookmarks by @SilverEzredes in #47
- Added more failsafes when writing .rcol files
- Resolved unknown motlist fields
Fixes
- Fixed issue with some color picker values drifting when changed
- Fixed issue with adding new items to RSZ resource lists
- Fixed an Adobe-induced bug with the .sdftex file icon by @SilverEzredes in #47
- Fixed issue with duplicating GameObjects in scene root
- Fixed error when removing EFX attributes
- Fixed missing undo for newly added EFX attributes
- Fixed issue with .tex files being written empty
- Fixed weight field being reset with mot file copy for > RE3 format versions
- Fixed buggy rotations when rotating scaled transforms through 3D gizmo
- Fixed flipped UV Y coordinate on exported meshes
- Fixed support for a specific rotation compression type for MHWilds, MHST3 motlists
Full Changelog: v0.6.3...v0.6.4
v0.6.3
Additions
- Added option to maintain existing channels when pasting motion data
- Added option to disable GPU acceleration for .tex compression
- Added copy/paste for EFX entries list
- Integrate EMV Material JSON import by @SilverEzredes in #45
- Added missing language fonts (CN, KR, Arabic)
- RE4: Added item and weapon related enum labels
- MHWilds: Added support for path-only motlist mot entries
Fixes
- Fixed float value patch handling in RSZ files
- Fixed error when pasting components
- Fixed case sensitivity issue with bundle file paths when creating from existing mod
- Fixed issue when pasting or patching RSZ objects containing floats
- Fixed missing data issue when copying/pasting embedded userdata
- Fixed issue with displaying wrong last animation frame
- Fixed display of S8 and U8 enums
- Fixed issue with writing wrong box shape bounds for .mcol files
- Added additional safeguard for mot file format versioning on save
Full Changelog: v0.6.2...v0.6.3
v0.6.2
Additions
- Added option for manual value input to RSZ enum fields
- Added enum injector output for entities' expected custom enums
- Added support for mesh LODs, shadow meshes and occlusion
- Added automatic handling of mdf2 parameters based on selected .mmtr file
- Added filter field to most RSZ instance arrays
- Added option to replace mot bones list
- Added bundle file indicators to PAK Browser by @SilverEzredes in #41
- Added file tree based view to bundle file list by @SilverEzredes in #41
- Finished basic .jmap file support
- DD2: Added support for main armor style entities
Changes
- Redesign MDF Editor by @SilverEzredes in #42
- Enforced correct order of scanned PAK files (mainly for non-NTFS file systems)
- Changed .uvs editor to support loading tex files from bundle
- Forced field capitalization when "Simplify field names" is enabled
- Improved Z-To-Y-Up axis conversion mesh import setting
Fixes
- Fixed issue with .mdf2 files not saving correctly
- Fixed issue with wrong resource list for scn files containing embedded RSZ (re7, dmc5, re2)
- Fixed ImGui ID error for objects with multiple via.Prefab fields
- Fixed GameObjectRef target list handling inside BHVT files
- Fixed handling of a specific scale mot compression type
Full Changelog: v0.6.1...v0.6.2
v0.6.1
Additions
- Added close window hotkey (default ctrl+w)
- Added fbx import/export support for .mcol files
- Added csv and json import/export for .msg files
- Added copy/paste to uvar variables
- Added copy/paste to GameObjects
- Added JSON copy/paste for EFX files
- Added delete to GameObject components context menu
- Added undo support for newly added components
- Added .wel file support
- Added standard file save controls to mesh viewer and enabled import in more cases
- Added button to create blank new scene
- Added image, version and homepage to bundle metadata
- Added delete bundle file support by @SilverEzredes in #39
Changes
- Tweaked the main menu bar by @SilverEzredes in #39
- Redesigned Bundle Manager and added more file functionality by @SilverEzredes in #39
- Redesigned Load Order UI by @SilverEzredes in #40
- Folders are now ordered first in both list and grid view by @SilverEzredes in #40
- Action IDs are now randomized on BHVT node copy-paste
Fixes
- Fixed possible issue when saving .bhvt/.motfsm2 files after removing nodes
- Fixed inconsistency in "Save to bundle" behavior across different editors
- Improved hermite data handling for motlist/clip/tml files
- Fixed wrong reading of some clip key types for >=MH Wilds clips
- Fixed issue with wrong 3D gizmo position handling for child transforms
- Fixed issue with wrong child culling after moving a parent GameObject
- Fixed inconsistent thumbnail background color
- Fixed an issue with inconsistent spacing in some context menus by @SilverEzredes in #40
Full Changelog: v0.6.0...v0.6.1
v0.6.0
Additions
- Added basic navmesh generation (wiki info)
- Additional file type icons by @SilverEzredes in #38
- Added animation playback speed setting by @SilverEzredes in #37
- Added Kunitsu-Gami mesh support
- Added mesh import setting for root rotation axis Z to Y-Up conversion
- Added folder context menu item to load all subfolder scenes
- Added copy-paste-duplicate to bhvt/motfsm node actions container object
Changes
- UI polish for Animation Menu by @SilverEzredes in #37
- Moved main configs from exe dir to %appdata%/REE-Content-Editor
- Increased recent files limit to 100 and added filtering support
- Removed preload for unused scene textures
Fixes
- Fixed icon vertical alignment by @SilverEzredes in #38
- Fixed an issue in Theme Editor, where not opening the 'nodes' tab before saving would result in an error by @SilverEzredes in #38
- Fixed some crashes relating to saving to bundle
- Improved fbx import root bone animation handling
- Fixed issue when exporting meshes with secondary weight flag on root bone
- Fixed possible issue when exporting meshes with no animation selected
- Fixed context menu for some RSZ array types
- Fixed undo/redo and possible display issues with the GameObjectRef UI
Full Changelog: v0.5.2...v0.6.0
v0.5.2
- Internal clip file rework and full implementation of missing .tml/.tmlfsm2 file specifics
- Vastly improved a lot of EFX field names and resolved most MH Wilds object structures (big thanks to @NSACloud NSACloud/RE-Engine-Lib@b28345d)
- Added additional Include or Exclude matching rules to PAK Browser
- Made project functional on linux
- Added .motcam, .mcamlist, .mcambank file support
- Added missing mot file flag field (MH Wilds)
- Improved UI handling for standalone .mot files
- Fixed reused instance issue when pasting the same object multiple times
- Fixed write for missing mot compression method
Full Changelog: v0.5.1...v0.5.2