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Releases: bananaturtlesandwich/stove

a massive amount of stuff

06 Nov 21:55
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I've been sitting on this one for a while...sorry lol

support for above 5.1 may or may not come depending on if unreal_asset gets updated

I did have some other stuff i want to add:

  • better previews for engine assets
  • loading meshes from other maps
  • reading override materials
  • opening maps from paks
  • export as obj
  • updating meshes after changing it in editor and after transplanting

but i had too much here to warrant all the time that would take so i'll just release this now

also i have a kofi now if you want to support stove development!

Changes

  • dependencies have been updated
  • wire materials are green again and respond to selection
  • tonemapping is no longer done
  • mesh retrieval is now multithreaded
  • previously added pak folders are stored and you can select which one to use'
  • deselect, toggle fullscreen and hide ui shortcuts added
  • make help easier to find
  • loose files can now be loaded
  • added wireframe mode
  • allow limiting fps
  • object properties can now be edited with a preview of the name of the export being edited
  • improved material for when textures couldn't be resolved
  • finally using the right bloody colour space
  • transplant into action allows selecting actors and transplanting those selected actors into another map
  • loading behaviour fixed for games with mount points and content in folders

Full Changelog: 0.13.1-alpha...0.14.0

some little things

16 Feb 13:32
116d32b
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some little things Pre-release
Pre-release

Changes

  • materials are now unlit to improve performance and visual clarity
  • texture loading is now optional when loading meshes in case memory runs out (i need to multithread/implement an asset server for this anyway)
  • duplication works much more smoothly
  • missing shortcuts added back in
  • render distance setting removed
  • post save script actually works now
  • improve texture finding to ignore normal maps and some default engine textures (might take longer tho :/)
  • update repak version

Full Changelog: 0.13.0-alpha...0.13.1-alpha

bevy backend + texture parsing

08 Feb 17:34
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Pre-release

Changes

  • rewrote with bevy rather than my custom crappy rendering backend
  • less aggressive updating (will just notify you of new versions)
  • finally parse materials and textures and display them (not guaranteed to show correct textures)
  • massively improved the feel of moving, rotating and scaling actors
  • mouse picking actually uses raycasts so you can directly click meshes

Full Changelog: 0.12.0-alpha...0.13.0-alpha

support for oodle and 5.1+

02 Sep 08:14
b6aa876
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Pre-release

Changes

  • files are now buffered which should decrease load times
  • stove now uses repak so now supports oodle-compressed paks
  • serialised types are now added in case they were not in the map before
  • actors referencing other actors will not have an invalid actor spawned in (you need to transplant everything referenced and wire it up)
  • ^ however deep copy is planned to replace this
  • imports in serialisation before serialisation dependencies are now redirected too
  • in 5.1+ maps actor names are read from the extra data
  • in 5.1+ actor component extra data import and name references are redirected
  • ^ below 5.1 does not have this extra data
  • 5.1+ meshes are now supported

Full Changelog: 0.11.0-alpha...0.12.0-alpha

yet another backend port + search

26 Aug 21:00
0a7dfae
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Pre-release

Changes

  • config file has been moved out of data folder :p
  • searchbar for actors has been added
  • solid meshes with wireframe
  • anti-aliasing

Full Changelog: 0.10.2-alpha...0.11.0-alpha

stupid fixes lmao

15 Aug 06:38
4e56ab2
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stupid fixes lmao Pre-release
Pre-release

Changes

  • fix import resolving which checks if parents are equal since sometimes e.g for gen variables those duplicate imports have different parents and are needed
  • fix finding meshes in the cache - it kept falling back to bytes
  • fix not setting a pak folder leading to an empty one materialising
  • fix a refactor goof which let to transplanting not working at all

Full Changelog: 0.10.1-alpha...0.10.2-alpha

0.10.1-alpha

13 Aug 15:58
f8d2a23
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0.10.1-alpha Pre-release
Pre-release

Changes

  • mesh rendering is now done in instances
  • fnames don't get screwed up anymore

Full Changelog: 0.10.0-alpha...0.10.1-alpha

HUGE revamp

11 Aug 12:01
13dfef7
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HUGE revamp Pre-release
Pre-release

Changes

  • optional fields are no longer automatically filled in
  • some properties are now laid out differently in the ui
  • most pak errors are now communicated through the notification system
  • multiple actors can now be selected at a time by using shift + click

  • the entire program has been ported to a more stable backend (miniquad -> wgpu)

with this there has been a lot of changes:

  • the config directory has been moved from %localappdata% to %appdata%
  • window size and position is now stored
  • maps can now be opened by dragging their file onto the application window
  • meshes are actually rendered properly now (main reason for move)

  • mesh rendering has been reverted back to wireframe for now...

pseudoregalia hype!

02 Aug 20:16
7b4b1ac
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pseudoregalia hype! Pre-release
Pre-release

Changes

  • fixes for pseudoregalia and other 5.1 up assets (thank you @localcc) GO PLAY IT IT'S SO GOOD ARGH
  • config now stored in a binary serialisation format rather than in a bunch of files

Full Changelog: 0.9.1-alpha...0.9.2-alpha

More meshes work!

29 Jul 19:58
381039e
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More meshes work! Pre-release
Pre-release

Changes

  • unborked the reading code so now meshes from all engine versions should be functioning although I still have no clue why faces are missing
  • fixed scaling with wheel immediately making objects massive
  • allowed axes to show with all transforming actions
  • use my new unreal_asset PR changes which minimise string copying so there may be a marginal performance enhancement

Full Changelog: 0.9.0-alpha...0.9.1-alpha

at this point I'm not sure about ac7 stuff since the tests aren't passing for the stream PR and neither me nor localcc know why