Changed internal bbox z ignored/"null" value to "-100000", which will prevent a bug where new bbox previously pulled z values from the form spinners.
- Fixed this bug @O Ilusionista
- Save icon in main editor (the one next to undo and redo buttons) will now indicate if current file is saved or not. There was already a save indicator in the left panel, but this one is useful when you have lots of files opened and still want to see a save indicator no matter what (without having to scroll the left panel to check)
- Advanced backup system is now fully background threaded so it won't slow down the saving process. Before the advanced backup was done in the main GUI process so its operations could cause a bit of lag/freeze when the backup database was big.
- Added an option "Null collision reuse original format". When enabled, the animation editor will try to reconstruct empty collision (attack 0, attack none, bbox 0 0 0 0, and so on) with the original format that was set if data is still empty. It's enabled by default.
- In "Edit -> Settings > Misc", added a field "Null collision format". This is the default values for new empty collisions lines (or for new and old empty collisions lines when option mentioned above is disabled). It defaults to "none". So for example, if you want your default new collision to be like "bbox 0 0 0 0" or "attack 0 0 0 0", then just put "0 0 0 0" in this field.
@Kratus Probably a good workaround for you
- Level Editor : fixed a bug where "at" was loaded as 0 in right form @O Ilusionista
- Entity Editor : fixed a bug where platform polygon would get disconnected and no longer triggered updates in animation text @bWWd
- Projects : fixed a bug where CMT would always ask "legacy" question for project using local settings.ini instead of global
- The first time you load a project (since this update), CMT will ask you if you want to load (and save) settings from the project folder.
- If you say yes, from now on, when using this project, CMT will read and save its settings from 'cmt-settings.ini' located in the project folder (the file will be created when needed if it doesn't exist)
- If you say no, when using this project, CMT will read and save its settings from the global/shared 'settings.ini' (as before)
- In the same way, the first time you load a project (since this update), CMT will ask you if you want to use legacy commands style or not.
- The value will be saved and loaded per project even if you use only global settings (see option above for what this means)
- CMT will ask you these questions only once per project. If you want to reset your answers, the easiest route is just to remove the project and add it again
- Reorganized options menu so that options are now grouped by theme
- Changed "Toggle focus mode on hover" default value to disabled
@bWWd
- Added an option to disable focus toggle when mouse hover in lower left corner (toggling focus mode will still work, but you'll need to click, not just hover with the mouse cursor)
- Added a button to overwrite settings & cache location (the button is shown on the project selection menu, at the start of the app, near the top of the window)
- Will now ignore "facing" commands with missing value
- In 0.6.x branch, a missing @end_script would cause an inescapable error loop if you had attacks in your animation. It is now fixed.
@bWWd
Prepare PAK tool : will now ignore non-existing files referenced in models.txt @bWWd
Updated "Prepare PAK" tool so that you can now customize how the second pass work.
The tool has two passes :
- The first pass scans for sprites, palettes, wav, ... that are explicitly referenced in character models (txt). This pass is mandatory and not customizable
- The second pass scans for files with a specific format everywhere in chars folder (and subfolders), even if they are not explicitly referenced in character models. For example it can be used to include "wav" that are not explicitly referenced in characters models (because they are used with scripts).
This is the default, but now with this new update you can customize the second pass.
If you don't want the second pass to proceed, uncheck the corresponding checkbox.
Alternatively, there is an option to make the second pass look only in referenced character folders. To make the difference clear, let's say :
- you set up second pass to look for files with extensions ".wav"
- you have two characters folders "Joe" and "Joe (copy)".
- only "Joe" is referenced in "models.txt"
- if second pass is disabled, only "wav" files that are explicitly referenced in "Joe" model will be copied (this is done in the first pass). It's those wav files that a referenced with "hitfx", "sound", and so on.
- if second pass is enabled, all "wav" files that are present in "Joe" and in "Joe (copy)" will be copied.
- if second pass is enabled, and if "Restrict second pass to referenced character folders" is checked, all "wav" files that are present in "Joe" will be copied, but NOT those that are in "Joe (copy)
@bWWd