1
0
mirror of synced 2024-09-24 03:28:21 +02:00
Switch-Toolbox/Toolbox/Lib/Syroot.NintenTools.NSW.Bntx.xml

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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<?xml version="1.0"?>
<doc>
<assembly>
<name>Syroot.NintenTools.NSW.Bntx</name>
</assembly>
<members>
<member name="T:Syroot.NintenTools.NSW.Bntx.BntxFile">
<summary>
Represents a NintendoWare for Cafe (NW4F) graphics data archive file.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.BntxFile.#ctor">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> class.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.BntxFile.#ctor(System.IO.Stream,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> class from the given <paramref name="stream"/> which
is optionally left open.
</summary>
<param name="stream">The <see cref="T:System.IO.Stream"/> to load the data from.</param>
<param name="leaveOpen"><c>true</c> to leave the stream open after reading, otherwise <c>false</c>.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.BntxFile.#ctor(System.String)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> class from the file with the given
<paramref name="fileName"/>.
</summary>
<param name="fileName">The name of the file to load the data from.</param>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.Name">
<summary>
Gets or sets a name describing the contents.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.PlatformTarget">
<summary>
Gets or sets the target platform as a string.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.VersionMajor">
<summary>
Gets or sets the major revision of the BNTX structure formats.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.VersionMajor2">
<summary>
Gets or sets the second major revision of the BNTX structure formats.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.VersionMinor">
<summary>
Gets or sets the minor revision of the BNTX structure formats.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.VersionMinor2">
<summary>
Gets or sets the second minor revision of the BNTX structure formats.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.ByteOrder">
<summary>
Gets the byte order in which data is stored. Must be the endianness of the target platform.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.Alignment">
<summary>
Gets or sets the alignment to use for raw data blocks in the file.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.DataAlignment">
<summary>
Gets or sets the data alignment to use for raw data blocks in the file.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.TargetAddressSize">
<summary>
Gets or sets the target adress size to use for raw data blocks in the file.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.Flag">
<summary>
Gets or sets the flag. Unknown purpose.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.BlockOffset">
<summary>
Gets or sets the BlockOffset.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.RelocationTable">
<summary>
Gets or sets the stored <see cref="P:Syroot.NintenTools.NSW.Bntx.BntxFile.RelocationTable"/> (_RLT) instance.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.Target">
<summary>
Gets or sets the target platform.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.BntxFile.Textures">
<summary>
Gets or sets a list of the stored <see cref="T:Syroot.NintenTools.NSW.Bntx.Texture"/> instances.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.BntxFile.Save(System.IO.Stream,System.Boolean)">
<summary>
Saves the contents in the given <paramref name="stream"/> and optionally leaves it open
</summary>
<param name="stream">The <see cref="T:System.IO.Stream"/> to save the contents into.</param>
<param name="leaveOpen"><c>true</c> to leave the stream open after writing, otherwise <c>false</c>.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.BntxFile.Save(System.String)">
<summary>
Saves the contents in the file with the given <paramref name="fileName"/>.
</summary>
<param name="fileName">The name of the file to save the contents into.</param>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.RelocationTable">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Represents an _RLT section in a <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> subfile, storing pointers to sections in a Bntx.
</summary>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.RelocationTable.position">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Gets or sets the <see cref="!:VertexBuffer"/> instance storing the data which forms the shape's surface. Saved
depending on <see cref="!:VertexBufferIndex"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.ResDict">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Represents the non-generic base of a dictionary which can quickly look up <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> instances via
key or index.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.#ctor">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.ResDict"/> class.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.ResDict.Count">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Gets the number of instances stored.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.Add(System.String)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Adds the given <paramref name="key"/> to insert in the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<exception cref="T:System.ArgumentException">Duplicated <paramref name="key"/> instances
already exists.</exception>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.Remove(System.String)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Removes the given <paramref name="key"/> from the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<exception cref="T:System.ArgumentException">Duplicated <paramref name="key"/> instances
already exists.</exception>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.ContainsKey(System.String)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Determines whether the given <paramref name="key"/> is in the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<returns><c>true</c> if <paramref name="key"/> was found in the dictionary; otherwise <c>false</c>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</returns>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.GetKey(System.Int32)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns the key given <paramref name="index"/> is within range of the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.SetKey(System.Int32,System.String)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns the key given <paramref name="index"/> is within range of the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.ResDict.Item(System.Int32)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Gets or sets the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> instance stored at the specified <paramref name="index"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<param name="index">The 0-based index of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> instance to get or set.</param>
<returns>The <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> at the specified <paramref name="index"/>.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">The index is smaller than 0 or bigger or equal to
<see cref="P:Syroot.NintenTools.NSW.Bntx.ResDict.Count"/>.</exception>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.IndexOf(System.String)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Searches for the specified <paramref name="value"/> and returns the zero-based index of the first occurrence
within the entire dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<param name="value">The <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> instance to locate in the dictionary. The value can be
<c>null</c>.</param>
<returns>The zero-based index of the first occurence of <paramref name="value"/> within the entire
dictionary if found; otherwise <c>-1</c>.</returns>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.ResDict.Clear">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Removes all elements from the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.ResDict.Nodes">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns only the publically visible nodes, excluding the root node.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.ResDict.Node">
<summary>
Represents a node forming the Patricia trie of the dictionary.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.UserData">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Represents custom user variables which can be attached to many sections and subfiles of a <see cref="!:ResFile"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.UserData.Name">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Gets or sets the name with which the instance can be referenced uniquely in <see cref="!:ResDict&lt;UserData&gt;"/>
instances.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.UserData.Type">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
The data type of the stored values.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.GetValueInt32Array">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns the stored value as an array of <see cref="T:System.Int32"/> instances when the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> is
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Int32"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<returns>The typed value.</returns>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.GetValueSingleArray">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns the stored value as an array of <see cref="T:System.Single"/> instances when the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> is
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Single"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<returns>The typed value.</returns>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.GetValueStringArray">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns the stored value as an array of <see cref="T:System.String"/> instances when the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> is
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.String"/> or <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.WString"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<returns>The typed value.</returns>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.GetValueByteArray">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Returns the stored value as an array of <see cref="T:System.Byte"/> instances when the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> is
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Byte"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<returns>The typed value.</returns>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.SetValue(System.Int32[])">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Sets the stored <paramref name="value"/> as an <see cref="T:System.Int32"/> array and the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> to
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Int32"/>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<param name="value">The value to store.</param>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.SetValue(System.Single[])">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Sets the stored <paramref name="value"/> as a <see cref="T:System.Single"/> array and the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> to
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Single"/>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<param name="value">The value to store.</param>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.SetValue(System.String[],System.Boolean)">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Sets the stored <paramref name="value"/> as a <see cref="T:System.String"/> array and the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> to
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.String"/> or <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.WString"/> depending on
<paramref name="asUnicode"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<param name="asUnicode"><c>true</c> to store data as UTF-16 encoded strings, or <c>false</c> to store it
as ASCII encoded strings.</param>
<param name="value">The value to store.</param>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.UserData.SetValue(System.Byte[])">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Sets the stored <paramref name="value"/> as a <see cref="T:System.Byte"/> array and the <see cref="P:Syroot.NintenTools.NSW.Bntx.UserData.Type"/> to
<see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Byte"/>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
<param name="value">The value to store.</param>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.UserDataType">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
Represents the possible data types of values stored in <see cref="T:Syroot.NintenTools.NSW.Bntx.UserData"/> instances.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Int32">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
The values is an <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Int32"/> array.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Single">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
The values is a <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Single"/> array.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="F:Syroot.NintenTools.NSW.Bntx.UserDataType.String">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
The values is a <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.String"/> array encoded in ASCII.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Byte">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
The values is a <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.Byte"/> array.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="F:Syroot.NintenTools.NSW.Bntx.UserDataType.WString">
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
<summary>
The values is a <see cref="F:Syroot.NintenTools.NSW.Bntx.UserDataType.String"/> array encoded in UTF-16.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.Core.IResData">
<summary>
Represents the common interface for <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> data instances.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.IResData.Load(Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader)">
<summary>
Loads raw data from the <paramref name="loader"/> data stream into instances.
</summary>
<param name="loader">The <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader"/> to load data with.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.IResData.Save(Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver)">
<summary>
Saves header data of the instance and queues referenced data in the given <paramref name="saver"/>.
</summary>
<param name="saver">The <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver"/> to save headers and queue data with.</param>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader">
<summary>
Loads the hierachy and data of a <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/>.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.#ctor(Syroot.NintenTools.NSW.Bntx.BntxFile,System.IO.Stream,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader"/> class loading data into the given
<paramref name="bntxFile"/> from the specified <paramref name="stream"/> which is optionally left open.
</summary>
<param name="bntxFile">The <see cref="!:Bntx.bntxFile"/> instance to load data into.</param>
<param name="stream">The <see cref="T:System.IO.Stream"/> to read data from.</param>
<param name="leaveOpen"><c>true</c> to leave the stream open after reading, otherwise <c>false</c>.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.#ctor(Syroot.NintenTools.NSW.Bntx.BntxFile,System.String)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader"/> class from the file with the given
<paramref name="fileName"/>.
</summary>
<param name="BntxFile">The <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> instance to load data into.</param>
<param name="fileName">The name of the file to load the data from.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.#ctor(Syroot.NintenTools.NSW.Bntx.Texture,System.String)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader"/> class from the file with the given
<paramref name="fileName"/>.
</summary>
<param name="texture">The <see cref="T:Syroot.NintenTools.NSW.Bntx.Texture"/> instance to load data into.</param>
<param name="fileName">The name of the file to load the data from.</param>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.BntxFile">
<summary>
Gets the loaded <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> instance.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.Texture">
<summary>
Gets the loaded <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> instance.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.Execute">
<summary>
Starts deserializing the data from the <see cref="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.BntxFile"/> root.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.Load``1(System.Boolean)">
<summary>
Reads and returns an <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> instance of type <typeparamref name="T"/> from the following
offset or returns <c>null</c> if the read offset is 0.
</summary>
<typeparam name="T">The type of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> to read.</typeparam>
<returns>The <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> instance or <c>null</c>.</returns>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.LoadCustom``1(System.Func{``0},System.Nullable{System.Int64})">
<summary>
Reads and returns an instance of arbitrary type <typeparamref name="T"/> from the following offset with the
given <paramref name="callback"/> or returns <c>null</c> if the read offset is 0.
</summary>
<typeparam name="T">The type of the data to read.</typeparam>
<param name="callback">The callback to read the instance data with.</param>
<param name="offset">The optional offset to use instead of reading a following one.</param>
<returns>The data instance or <c>null</c>.</returns>
<remarks>Offset required for ExtFile header (offset specified before size).</remarks>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.LoadDict">
<summary>
Reads and returns an <see cref="T:Syroot.NintenTools.NSW.Bntx.ResDict"/> instance
the following offset or returns an empty instance if the read offset is 0.
</summary>
<returns>The <see cref="T:Syroot.NintenTools.NSW.Bntx.ResDict"/> instance.</returns>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.LoadList``1(System.Int32,System.Nullable{System.Int64})">
<summary>
Reads and returns an <see cref="T:System.Collections.Generic.IList`1"/> instance with <paramref name="count"/> elements of type
<typeparamref name="T"/> from the following offset or returns <c>null</c> if the read offset is 0.
</summary>
<typeparam name="T">The type of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> elements.</typeparam>
<param name="count">The number of elements to expect for the list.</param>
<param name="offset">The optional offset to use instead of reading a following one.</param>
<returns>The <see cref="T:System.Collections.Generic.IList`1"/> instance or <c>null</c>.</returns>
<remarks>Offset required for FMDL FVTX lists (offset specified before count).</remarks>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.LoadString(System.Text.Encoding,System.Int64)">
<summary>
Reads and returns a <see cref="T:System.String"/> instance from the following offset or <c>null</c> if the read
offset is 0.
</summary>
<param name="encoding">The optional encoding of the text.</param>
<returns>The read text.</returns>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.LoadStrings(System.Int32,System.Text.Encoding)">
<summary>
Reads and returns <paramref name="count"/> <see cref="T:System.String"/> instances from the following offsets.
</summary>
<param name="count">The number of instances to read.</param>
<param name="encoding">The optional encoding of the texts.</param>
<returns>The read texts.</returns>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.CheckSignature(System.String)">
<summary>
Reads a B ntx signature consisting of 4 ASCII characters encoded as an <see cref="T:System.UInt32"/> and checks for
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
validity.
</summary>
<param name="validSignature">A valid signature.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.ReadOffset(System.Boolean)">
<summary>
Reads a Bntx offset which is the absolute address.
</summary>
<returns>The absolute address of the offset.</returns>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileLoader.ReadOffsets(System.Int32)">
<summary>
Reads Bntx offsets which is the absolute addresses.
</summary>
<param name="count">The number of offsets to read.</param>
<returns>The absolute addresses of the offsets.</returns>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver">
<summary>
Saves the hierachy and data of a <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/>.
</summary>
</member>
<member name="F:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.AlignmentSmall">
<summary>
Gets or sets a data block alignment typically seen with <see cref="!:Buffer.Data"/>.
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.#ctor(Syroot.NintenTools.NSW.Bntx.BntxFile,System.IO.Stream,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver"/> class saving data from the given
<paramref name="bntxFile"/> into the specified <paramref name="stream"/> which is optionally left open.
</summary>
<param name="bntxFile">The <see cref="!:Bntx.bntxFile"/> instance to save data from.</param>
<param name="stream">The <see cref="T:System.IO.Stream"/> to save data into.</param>
<param name="leaveOpen"><c>true</c> to leave the stream open after writing, otherwise <c>false</c>.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.#ctor(Syroot.NintenTools.NSW.Bntx.BntxFile,System.String)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver"/> class for the file with the given
<paramref name="fileName"/>.
</summary>
<param name="BntxFile">The <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> instance to save.</param>
<param name="fileName">The name of the file to save the data into.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.#ctor(Syroot.NintenTools.NSW.Bntx.Texture,Syroot.NintenTools.NSW.Bntx.BntxFile,System.String)">
<summary>
Initializes a new instance of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver"/> class for the file with the given
<paramref name="fileName"/>.
</summary>
<param name="BntxFile">The <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> instance to save.</param>
<param name="fileName">The name of the file to save the data into.</param>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.BntxFile">
<summary>
Gets the saved <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> instance.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.Texture">
<summary>
Gets the saved <see cref="!:Bfres.Texture"/> instance.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.CurrentIndex">
<summary>
Gets the current index when writing lists or dicts.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.Execute">
<summary>
Starts serializing the data from the <see cref="P:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.BntxFile"/> root.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveRelocateEntryToSection(System.Int64,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.String)">
<summary>
Save pointer array to be relocated in section 1
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveHeaderBlock(System.Boolean)">
<summary>
Reserves space for an offset and size for header block.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.Save(Syroot.NintenTools.NSW.Bntx.Core.IResData,System.Int32)">
<summary>
Reserves space for an offset to the <paramref name="resData"/> written later.
</summary>
<param name="resData">The <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> to save.</param>
<param name="index">The index of the element, used for instances referenced by a <see cref="T:Syroot.NintenTools.NSW.Bntx.ResDict"/>.
</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveFieldFileSize">
<summary>
Reserves space for the <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> file size field which is automatically filled later.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveFieldStringPool">
<summary>
Reserves space for the <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/> string pool size and offset fields which are automatically
filled later.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveList``1(System.Collections.Generic.IEnumerable{``0},System.Boolean)">
<summary>
Reserves space for an offset to the <paramref name="list"/> written later.
</summary>
<typeparam name="T">The type of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> elements.</typeparam>
<param name="list">The <see cref="T:System.Collections.Generic.IList`1"/> to save.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveDict(Syroot.NintenTools.NSW.Bntx.ResDict)">
<summary>
Reserves space for an offset to the <paramref name="dict"/> written later.
</summary>
<typeparam name="T">The type of the <see cref="T:Syroot.NintenTools.NSW.Bntx.Core.IResData"/> element values.</typeparam>
<param name="dict">The <see cref="T:Syroot.NintenTools.NSW.Bntx.ResDict"/> to save.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveCustom(System.Object,System.Action)">
<summary>
Reserves space for an offset to the <paramref name="data"/> written later with the
<paramref name="callback"/>.
</summary>
<param name="data">The data to save.</param>
<param name="callback">The <see cref="T:System.Action"/> to invoke to write the data.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveString(System.String,System.Text.Encoding)">
<summary>
Reserves space for an offset to the <paramref name="str"/> written later in the string pool with the
specified <paramref name="encoding"/>.
</summary>
<param name="str">The name to save.</param>
<param name="encoding">The <see cref="T:System.Text.Encoding"/> in which the name will be stored.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveStrings(System.Collections.Generic.IEnumerable{System.String},System.Text.Encoding)">
<summary>
Reserves space for offsets to the <paramref name="strings"/> written later in the string pool with the
specified <paramref name="encoding"/>
</summary>
<param name="strings">The names to save.</param>
<param name="encoding">The <see cref="T:System.Text.Encoding"/> in which the names will be stored.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.SaveBlock(System.Object,System.UInt32,System.Action)">
<summary>
Reserves space for an offset to the <paramref name="data"/> written later in the data block pool.
</summary>
<param name="data">The data to save.</param>
<param name="alignment">The alignment to seek to before invoking the callback.</param>
<param name="callback">The <see cref="T:System.Action"/> to invoke to write the data.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Core.BntxFileSaver.WriteSignature(System.String)">
<summary>
Writes a Bntx signature consisting of 4 ASCII characters encoded as an <see cref="T:System.UInt32"/>.
</summary>
<param name="value">A valid signature.</param>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.GFX.Dim">
<summary>
Represents shapes of a given surface or texture.
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.GFX.SurfaceDim">
<summary>
Represents shapes of a given surface or texture.
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.GFX.SurfaceFormat">
<summary>
Represents desired texture, color-buffer, depth-buffer, or scan-buffer formats.
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.GFX.TileMode">
<summary>
Represents the desired tiling modes for a surface.
</summary>
</member>
<member name="T:Syroot.NintenTools.NSW.Bntx.Texture">
<summary>
Represents an FMDL subfile in a <see cref="T:Syroot.NintenTools.NSW.Bntx.BntxFile"/>, storing multi-dimensional texture data.
</summary>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Texture.Import(System.IO.Stream,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="!:Material"/> class from the given <paramref name="stream"/> which
is optionally left open.
</summary>
<param name="stream">The <see cref="T:System.IO.Stream"/> to load the data from.</param>
<param name="leaveOpen"><c>true</c> to leave the stream open after reading, otherwise <c>false</c>.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Texture.Import(System.String)">
<summary>
Initializes a new instance of the <see cref="!:ResFile"/> class from the file with the given
<paramref name="fileName"/>.
</summary>
<param name="fileName">The name of the file to load the data from.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Texture.Export(System.IO.Stream,Syroot.NintenTools.NSW.Bntx.BntxFile,System.Boolean)">
<summary>
Saves the contents in the given <paramref name="stream"/> and optionally leaves it open
</summary>
<param name="stream">The <see cref="T:System.IO.Stream"/> to save the contents into.</param>
<param name="leaveOpen"><c>true</c> to leave the stream open after writing, otherwise <c>false</c>.</param>
</member>
<member name="M:Syroot.NintenTools.NSW.Bntx.Texture.Export(System.String,Syroot.NintenTools.NSW.Bntx.BntxFile)">
<summary>
Saves the contents in the file with the given <paramref name="fileName"/>.
</summary>
<param name="fileName">The name of the file to save the contents into.</param>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.ChannelRed">
<summary>
Gets or sets the source channel to map to the R (red) channel.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.ChannelGreen">
<summary>
Gets or sets the source channel to map to the G (green) channel.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.ChannelBlue">
<summary>
Gets or sets the source channel to map to the B (blue) channel.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.ChannelAlpha">
<summary>
Gets or sets the source channel to map to the A (alpha) channel.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Width">
<summary>
Gets or sets the width of the texture.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Height">
<summary>
Gets or sets the height of the texture.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.MipCount">
<summary>
Gets or sets the number of mipmaps stored in the <see cref="!:MipData"/>.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Format">
<summary>
Gets or sets the desired texture data buffer format.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Name">
<summary>
Gets or sets the name with which the instance can be referenced uniquely in <see cref="!:ResDict&lt;Texture&gt;"/>
instances.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Path">
<summary>
Gets or sets the path of the file which originally supplied the data of this instance.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Depth">
<summary>
Gets or sets the depth of the texture.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.TileMode">
<summary>
Gets or sets the tiling mode.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Swizzle">
<summary>
Gets or sets the swizzling value.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Alignment">
<summary>
Gets or sets the swizzling alignment.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Pitch">
<summary>
Gets or sets the pixel swizzling stride.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Dim">
<summary>
Gets or sets the dims of the texture.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.SurfaceDim">
<summary>
Gets or sets the shape of the texture.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.MipOffsets">
<summary>
Gets or sets the offsets in the <see cref="!:MipData"/> array to the data of the mipmap level corresponding
to the array index.
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.TextureData">
<summary>
The raw bytes of texture data stored for each mip map
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.Flags">
<summary>
Gets or sets info flags
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.ImageSize">
<summary>
Gets or sets the image size
</summary>
</member>
<member name="P:Syroot.NintenTools.NSW.Bntx.Texture.SampleCount">
<summary>
Gets or sets sample amount
</summary>
</member>
</members>
</doc>