Releases: Laupetin/OpenAssetTools
v0.26.1
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
What's Changed
- chore: compile modman on linux x86 by @Laupetin in #590
- fix: only show console color when supported by @Laupetin in #597
- feat: dump iw3 xbox unsigned fastfile data by @michaeloliverx in #611
- feat: dump iw3 xbox signed fastfile data by @michaeloliverx in #614
- Update ModMan lock and update npm security config by @Laupetin in #615
- feat: dump techsets for t6 by @Laupetin in #612
- fix: always writing rigid models as animated by @Laupetin in #617
- fix: fix wrong asset name for iw4 clipmap asset by @Laupetin in #618
- chore: fix compilation error on linux for techniqueset debug mode by @Laupetin in #620
- feat: dump iw4 xbox fastfile data by @michaeloliverx in #616
- feat: dump iw4 alpha 482 xbox fastfile data by @michaeloliverx in #625
- fix: asset references in global assets by @Laupetin in #619
- docs: update supported asset types by @Laupetin in #628
New Contributors
- @michaeloliverx made their first contribution in #611
Full Changelog: v0.25.0...v0.26.0
v0.25.0
What's Changed
- chore: make version be added via premake option by @Laupetin in #516
- refactor: centralized logging and console color by @Laupetin in #517
- chore: add initial technical demonstration for ModMan by @Laupetin in #533
- feat: add modman to the build-test ci by @Laupetin in #535
- feat: dialog binds for ModMan by @Laupetin in #534
- feat: modman unlinking by @Laupetin in #540
- feat: modman progressbar by @Laupetin in #541
- feat: add icon for modman by @Laupetin in #542
- feat: modman zone details by @Laupetin in #559
- feat: modman icon and title by @Laupetin in #568
- feat: include user files in iwd by @Laupetin in #583
- feat: add additional dds fourCC values for bc4 and bc5 by @Laupetin in #584
Full Changelog: v0.24.1...v0.25.0
v0.24.1
v0.24.0
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
- feat: T6 FontIcon json by @Laupetin in #478
- refactor: streamlining of loader and dumper layout, namespaces by @Laupetin in #488
- refactor: only refer to game id in zone by @Laupetin in #507
- feat: dump t6 xbox fastfile data by @Laupetin in #500
- fix: linux version by @Laupetin in #514
- fix: bad gltf math by @Laupetin in #493
Full Changelog: v0.23.0...v0.24.0
v0.23.0
v0.22.0
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
v0.21.1
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
What's Changed
- fix: 64 bit compilation by @Laupetin in #399
- Added MapEnts dumping for T6 by @GoastcraftHD in #400
- refactor: zcg code style by @Laupetin in #408
- chore: replace x64 build scripts with generic ones by @Laupetin in #412
- chore: update Premake5 by @diamante0018 in #409
- fix: make generate.sh work with git worktrees by @Laupetin in #414
- fix: redownload premake when version is outdated by @Laupetin in #415
- fix: wrong "bin" directory when using executable from $PATH by @diamante0018 in #411
- fix: ignoring last element in t6 stringtable cell index sorting by @Laupetin in #416
- Added XModelBin Export by @GoastcraftHD in #404
New Contributors
- @GoastcraftHD made their first contribution in #400
Full Changelog: v0.20.4...v0.21.0