Releases: bananaturtlesandwich/stove
a massive amount of stuff
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
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
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+
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
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
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
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
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!
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!
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