Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.8

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In recent version, loading an entity while already being in entity editor (editing another entity) could cause unsaved progress loss to first entity. This is fixed. @O Ilusionista
In legacy commands mode, "dropv", "hitfx", "hitflash" will no longer add empty "attack" line unless explicitly set @bWWd
- Level Editor : fixed a bug with wait distance calculation (lower left corner) @O Ilusionista
Entity editor

- Added another way to setup Onion skin. This one is based on the binding GUI. To access it, in animation editor, on the right panel there is now another inner-tab (Onion skin), next to Bindings. It basically works the same as the binding GUI.
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ENTITY EDITOR

- When adjusting offset values on a frame with no offset values, default values will now be the offset values of previous frame with an offset set (instead of 0 0 as before)



- Onion Skin : added an arrow button to the right of onion skin button to change mode. Now you can switch between classic mode, semi-transparent overlay, opaque overlay, and fully transparent overlay.

WARNING : switching between mode will not toggle the onion skin/overlay. You still have to press the main "Onion skin" button like before.

Also, if onion skin is enabled, switching between mode will not reset the frame that is used as a model, it will just alter the filter with which it is drawn. If you want to change the frame model you have to use the main "Onion skin" button again.

Finally, if you just want to hide the model without resetting it, don't disable the onion skin entirely, just change the mode to "Fully transparent overlay". And when you want to view it again, change the mode again to whatever mode you want.

To sum it up again, the main onion skin button should only be used to set up the model you want. When the model is set, use the arrow menu to alter how this model is drawn.

@bWWd



LEVEL EDITOR

- You can now disable drag mode (hand cursor) and enable it back when you want @O Ilusionista

- Can now view distance from closest "wait" in lower left corner
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- Drag and dropping sounds files (.wav, .ogg, .bor) in text editors now write lines with "sound" command instead of "frame" command

- Added a button "Generate paths" in main editor, next to undo and redo buttons. This button opens a dialog that let you generate paths based on a mask. But don't forget that you can also drag and drop files to input multiple paths without manually typing them @bWWd @DCurrent

- Level Editor : Initial support for z scrolling and zRatio property. I don't know if it works correctly I would need a level that uses z scrolling and zRatio on some layers to work further on this.

- Library panel (left panel) : some fix in "Open files" filtering.

- Dark mode : fixed font color in library panel (left panel)
- Added "Options" -> "Search on text change (without pressing enter)"

- Moved search entries at the top of widgets instead of bottom

- Added a "Search" placeholder text in search entries

- Added a "search" icon button next to search entries

@bWWd
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- Fixed a bug where if you changed the single delay of a looping playing animation to value 0, then the program would radically slow down and freeze (@bWWd )



- Auto-backup feature V2 : added lots of options in "Edit" -> "Settings" -> "Auto-backup". Basically you can set up multiple types of backup : per hour backup, per day backup, and just a classic last sequential history.

- The classic last sequential history keeps X amount of last revisions per file, irrespective of time spreading

- The per hour backup keeps one revision of file per hour for Y amount of hours

- The per day backup keeps one revision of file per day for Z amount of days

- For the classic last sequential history, there is now an auto-clean setting to delete revisions older than specific amount of days





- Library/Files explorer - file filtering (F2) : Now when you press enter a second time after searching a term, it will expand one level of folders. This is especially useful when searching by folder name.

For example let's say you have chars or levels opened. While in "Opened" mode in the library, you press F2, then type "chars", then press enter. It will show you the chars/levels folder because it matches the term search, but not the sub files of that folder (the actual characters/levels). Now if you press enter again, the matched folders will expand and you'll see their content. And if you want to expand one level more, then just press enter once again.
Introducing advanced auto-backup feature

  • This feature will be customizable in the future, this is just the first version
  • Right now this auto-backup feature does two things :
    • Each time you save a file, it stores a revision that you can access later
    • Every minute, it checks for unsaved files and stores a revision that you can access later. A new revision is stored only if there was a change since the last stored revision. So you won't have useless duplicates.


There is two ways to view revisions :
  • In the main editor, there is now a "View revisions", in the upper left corner of the editor part, next to the save/undo/redo buttons. This button will show you the revisions available for the current file. Just double click on one revision in the list to view its content. You can then copy/paste it wherever you want to recover it.
  • In the menu bar, "Edit" -> "Backups viewer". It will show the history for all files.


  • You can dynamically filter the visible revisions list using the filter input at the top (F2 key works here too).
  • WARNING : there is currently no auto-clean limits option that checks for space taken / number of revisions, I will add it in next release. So if you saved thousands of revisions, it will take some space. In the meantime, you can manually clean/delete revisions using "Delete selected" and "Delete all" buttons.
  • Feature can be disabled using "Options" -> "Disable autobackup"



Others changes :

- Added "Options" -> "Enable completion" to enable/disable auto-complete suggestions in editors.
- Fixed a bug introduced in last revision where you could no longer load idle animation from the animation selector widget
LEVEL EDITOR
- Scrolling simulation : can now move the (red) screen frame faster with both SHIFT and ALT keys + arrows (instead of just ALT + arrows as before)
- Added support for bglayer/fglayer xrepeat and xspacing properties
- scroll xratio property was already supported but now it will also factors with bgspeedratio property. Though I don't know if the calculation in CMT is the same as the engine. Basically in CMT I simply compute the actual scroll xratio as xratio * bgspeedratio

ANIMATION EDITOR
- You can now delete an animation directly from the animation editor. The delete button deletes the loaded animation.
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