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Releases: Laupetin/OpenAssetTools

v0.26.1

04 Jan 12:41
b2e6f7a

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What's Changed

  • fix(parser): macros only parse parameters if define specified them by @Laupetin in #638
  • fix: use ZoneCode in all projects that may include its headers by @Laupetin in #639
  • fix: do not try to add indirect asset references without name by @Laupetin in #640

Full Changelog: v0.26.0...v0.26.1

v0.26.0

25 Dec 15:44
90310dd

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What's Changed

New Contributors

Full Changelog: v0.25.0...v0.26.0

v0.25.0

21 Nov 21:13
a1b2a25

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Full Changelog: v0.24.1...v0.25.0

v0.24.1

10 Sep 19:32
0da2e46

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This just fixes the release mechanism. For actual changes, see: v0.24.0.

What's Changed

  • fix: fetch-tags not working on checkout action by @Laupetin in #515

Full Changelog: v0.24.0...v0.24.1

v0.24.0

10 Sep 17:52
9285293

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Changes to XModel bone rotations

Previously exported GLTF/GLB files used wrong formulas to calculate bone rotations.
This resulted in bones of models that were using non-zero values for rotations to be wrong.

While OAT did correct this error again when loading GLTF/GLB files, importing any model that was not dumped by OAT resulted in strange results ingame.

To correct for this, the rotation formulas were corrected and the current xmodel version (the _version key of xmodel .json files) was increased to 2.
Any gltf/glb model loaded from an xmodel .json with version 1 will still apply the old behaviour for backwards compatibility.
When dumping xmodels, only version 2 results will be created however.

I hope this fixes some problems that were previously experienced by modders trying to create custom models.

What's Changed

Full Changelog: v0.23.0...v0.24.0

v0.23.0

20 Jul 18:24
745f545

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Full Changelog: v0.22.0...v0.23.0

v0.22.0

08 Jul 21:41
92774e7

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Details

Materials

Material dumping and loading is now supported for all supported games (IW3,IW4,IW5,T5,T6)!
It uses a json based format like it previously did for T6 and IW5 already.

The format is currently heavily based on the internal structure of the compiled materials and is not yet as fully featured as the official modding tools material compilation pipeline.

All materials (including the ones that already existed previously) now include a $schema key, which enables auto-completion and validation for material json files in a lot of IDEs including for example VSCode (without installing any addon).

x64 Support

Unlinker has been updated to support dumping fastfiles of x86 games when compiled as x64.
This does not provide any benefit yet, it is however a big stepping stone for further support and moving OAT to x64 entirely.

What's Changed

  • refactor: load iw4 x86 fastfiles in x64 environment by @Laupetin in #445
  • fix: x86 ff loading broken due to x64 updates by @Laupetin in #458
  • refactor: x64 loading for remaining games by @Laupetin in #459
  • refactor: add templated material json loading for iw4 by @Laupetin in #460
  • feat: add templated json material loading/dumping for IW3 and T5 by @Laupetin in #464

Full Changelog: v0.21.2...v0.22.0

v0.21.2

31 May 13:59
a5e34d7

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What's Changed

  • Fix BO2 IWI files saving cube textures incorrectly. by @LJW-Dev in #441

Full Changelog: v0.21.1...v0.21.2

v0.21.1

11 May 20:21
450bd46

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What's Changed

  • chore: use std::format for zcg templates by @Laupetin in #417
  • refactor: fix compilation warnings for x64 by @Laupetin in #422
  • refactor: asset struct for zcg by @Laupetin in #423
  • refactor: remove remaining GetName functionality in ZoneCodeGenerator by @Laupetin in #424
  • refactor: zone loading code style by @Laupetin in #427
  • fix: dumping xmodels with multiple surfaces and no bones by @Laupetin in #436

Full Changelog: v0.21.0...v0.21.1

v0.21.0

23 Apr 16:45
f7af6e4

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What's Changed

New Contributors

Full Changelog: v0.20.4...v0.21.0