- Fixed the close/load bug mentioned here : ChronoCrash Modders Tools (@Kratus)
- Filtering in library panel (left panel) is now case insensitive (as it was in earlier versions)
- The add/remove bbox and abox buttons will now refresh properly according to current frame (without causing high CPU usage !)
- Level Editor : added support of partially commented spawn points.
For example, this is a partially commented spawn point :
Code:#spawn joe coords 30 50 at 200
Because only the spawn command is commented, and not the full block.
Now the level editor will skip the uncommented (coords, at, ...) lines and log a soft warning that you can read on the right panel of the level editor. The soft warning will tell you that there was an "orphan" command at the specific line and that it was skipped.
ChronoCrash Modders Tools (@machok)
- Fixed a rendering bug that was causing an abnormally high CPU usage. (ChronoCrash Modders Tools)
-Added option OpenGL Rendering. I don't recommend it though. I added it only to debug the aforementioned bug that was causing high CPU usage. Without the bug, ChronoCrash Modders Tools default rendering is not taxing on the CPU and is glitch free. OpenGL rendering on the other hand may cause visual glitches. I just left the OpenGL option as it might become useful later, if I add features that are really taxing in terms of rendering computations. For the moment there is no such features.
- Added some vertical padding to Library items (left panel)
- Single click on Library items now loads the item (instead of only double click)
- Restored the ability to load files by drag and dropping them from your system file explorer to the Library (left panel).
Changelog :
- Binding GUI : you can now show the "opponent" offset as a cross. You can still show it as a square, as before. Both can be toggled on and off in the right panel. Also the square is now semi-transparent. (@O Ilusionista )
- This bug should be fixed : ChronoCrash Modders Tools (@equinoksblex )
- Level Editor : Added support for custom resolutions (@equinoksblex )
- Animation export : small refinements to y-axis border delimitation
Changelog :
- Entity Editor : new method for exporting animation (v2). Should work way better than the last.
- Fixed a new bug in last two revisions that could prevent the app from starting
Change log for version 0.4.4 :
LEVEL EDITOR :
- Optimized entity loading in level editor, so that switching multiple times from "Text" view and "Level" view will be a lot faster (instantaneous in most cases)
- added a red rectangle that represents the screen/camera. You can simulate scroll with left and right arrows on your keyboard. Hold "Alt" to increase scroll speed.
- added support of more parameters for fglayer and bglayer commands.
- added initial support for script parsing (the goal is to recognize any animation set within inline spawn script). As of now works only with performattack and changeentityproperty animation.
GENERAL
- Made project list scrollable (useful when you have many mods registered)
- In a text editor, when you set your mouse cursor over "background", "fglayer" or "bglayer" commands, a tooltip will preview the image and list the parameters in a more readable format
- Text editors : adjusted some colors in dark themes so as to make it easier for the eyes
- Added an option "Options -> Binding GUI - sort models from A to Z"
- Binding GUI : added a red square that represents opponent offset
Also fixed this bug : ChronoCrash Modders Tools (@O Ilusionista )
Change log
- Adjusted some bright colors in Dark theme
- Fixed a bug in Windows where current session would not be saved properly when closing app
- Added a tab widget to the right of level editor to improve practicality
- Initial support for "fglayer" in level editor. Only support "path" and "z" parameters as of now. Unless someone send me precise things that they want to be supported (with example) I probably won't add anything to the level editor.
Changelog :
- Added option "Options => Force transparency". I don't recommend it as it will slow down the app a bit, but if you have sprites whose transparency is not normally recognized, it will probably help. Note that the change of this setting doesn't affect sprites that are already loaded. So you better restart the app to not be confused. (@NED )
- Added offline binding tutorial in "Help-> Tips" dialog.
Also includes all the fixes and requests from :
ChronoCrash Modders Tools (@Kratus )
and
ChronoCrash Modders Tools (@NED )