Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.9.10.1

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In Edit > Settings -> Miscellaneous, added an option to ignore processing of certain commands in entity editor @Kratus
The lines with those commands will not be processed at all by CMT.


The list should be without spaces, and elements separated by coma. Example "hitflash,hitfx"

Use only if you are sure of what you are doing.

Note : you need to restart CMT for the new ignore list to take effect.
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Fixed old loop bug when using "Replace all" feature using a string that contains the same string.
- Modifying "anim" comment in text editor of animation editor will now modify animation label on the fly in animation selector @maxman

- Fixed Tools -> Tool Dialog -> Convert Mugen Character
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GENERAL

- Added new "Run" menu to launch custom programs directly from CMT @bWWd



LEVEL EDITOR

- Added checkbox to hide/show geometry (walls, holes, basemaps), all at once or separately @O Ilusionista @Die_In_Fire
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)
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