General
- Always allow multiple instances of the tool by default. (UseSingleInstance in config.XML)
- Yaz0 now uses a new library using c code. This improves compression times and is comparable to wzst's yaz0 compressor. Thanks to AboodXD for helping port the code.
- Add flat buffer templates for gfbmdl and gfbanm.
- Redid UV editor. Now using new 2D engine with some improvements. Should work better with mutliple file formats than just bfres.
- Auto compress bfres with .sbfres extension.
BFLYT:
-Add animation reference list to panes if they have any animations.
- Note the animation editor in it is not functional yet.
GFBMDL
- Progress on model importing. Currently crashes on many tests so saving is currently disabled till i figure out why.
- Add new texture map display with UV coordinates shown. Displays how transforms are handled.
- Add option to export materials and models entirely as .json files.
DAE
- improve bone/joint check.
Redid gfmdl parser completely. This allows the file to be rebuilt for custom models which will be coming soon.
Textures now load in the gfmdl section to easily edit without touching bntx.
Added a basic material editor (more like a viewer atm) for gfbmdl.
Added a Pokemon viewer (requires game path to be set). This shows icons of all the pokemon and opens the archive they are located in.
Start to parse GFBANIM. Not previewable yet because of rotations breaking. If anyone wants to help though be my guest :)
Basic GFBANIMCFG support. It can be used to view animation file names.
A brand new DAE exporter is now used built off the one used by Ploaj and Crossmod devs. This replaces the old assimp exporter which was very buggy.
The DAE exporter has many improvments such as multiple materials per mesh, node tree fixes, material improvements, and lots more.
Single binded bfres (only using a bone index) will now be rigged if exported as DAE.
More progress on CMB saving. It's almost done, still needs some adjustments.
Fixed GFMDL rigging on certain models (thanks to RTB's script to reference what controlled the bone type).
Fix viewport not loading base drawables.
Fix animation player having issues with new animation classes.
Fix gfmdl for pkmn lets go.
Disable vertex color loading for gfmdl for now till fixed.
Update primative type for meshes. This will allow custom primative types for rendering.
Add strikers and punch out wii model/texture support (older formats of LM2/LM3).
Add LM2 Arcade model support (updated format of MKAGPDX)
Add support for LM2/LM3 pck audio archives.
Add support for LM2 message/localization data.
Load vertex positions for layouts in rectangle class. This will be used for proper rotation adjusting.
Add latest muunt editor files.
Add somewhat functional mk8 camera bin editor. Points can be moved around. The map orientation determines the position of the icons to map over the model.
Fix window content UV map for layouts.
Add 2D KCL renderer for top down KCL preview for both muunt and camera editors.
Window panes render near perfectly aside from materials. Update fixes the texture flip flags and other uv fixes,
Fixed UV transformation issues. Commonly when a uv is suppose to be centered but it shifts wrong.
Add basic white and black color blending.
Fix LA8 texture rendering.
Start on BRLAN support.
Fixed texture coordinate transformations from materials.
Window panes of all types, horizinal, around, and 1,4, and 8 frames are all supported.
Note window pane uv coordinates are very wip, and need proper flipping and transformation from the flags.
Fix bflim editor issues with filling contents.
Rewrote the compression handling from scatch. It's way easier and cleaner to add new formats code wise as it's handled like file formats.
Added wip TVOL support (Touhou Azure Reflections)
Added XCI support. Note I plan to improve NSP, XCI, NCA, etc later for exefs exporting.
The compression rework now compresses via streams, so files get decompressed properly within archives as streams.
Added hyrule warriors bin.gz compression along with archive rebuilding. Note i do not have texture rebuilding done just yet.