- The UI has been completely redone. It's far much more clean and intuitive to edit with.
- All major pane types can be created now. Part panes are not supported but will be added in a future update due to being more complex to mess with.
- Window panes can be fully customized now, with custom frame adjusting, adding, and editing materials per frame and content regions.
- Picture panes have improved UV editing, and vertex color editing (which can set by corner or all at once).
- Text boxes will have a dialog for selecting the font file. These also can be switchted in the text editor.
- Improved pane deleting signifcantly. Material references are removed, and undo/redo works perfectly fine.
- Fixed many flags for properties which didn't get set correctly if edited.
- Fixed layout saving for text boxes with using the wrong encoding. Also some padding fixes.
- Text panes now auto calculate the text length and allow restricted lengths to be edited.
- Properties can now be scrolled down, and kept at that state when refocused.
- Add a selection box for selecting multiple panes at once
- Textures can be added, removed and edited in editor. Make sure these are in the same archive!!!
Wii U auto does it in the same archive opened, switch must have a bntx in it. Automatic creaton of these will come
- Picture panes can be generated via textures. Drag and drop one from a list. Also keeps the original image sizes.
- Fixed window pane rendering with 1 frame and flipping textures.
- Materials can add textures, and have new custom blend and alpha modes.
when i finish the new layout export dialog.
- Added an edit option for image editor to gamma fix smash ultimate bntx.
If a pane is already selected, if mouse picked it will not delect allowing to be moved.
If pane is not visible (but is in editor) a proper pane outline will be drawn for editor purposes.
Add option to create null panes.
Fix pane lookup table to properly adjust when a pane is renamed.
Adjust selection transform for rotation.
Some undo fixes for removed panes.
Add pane deleting via right clicking them.
Added pane overlap select from right click (displays all panes at position of the mouse).
Add option to hide and show all hidden panes from right click menu.
Panes can now be selected and moved around.
Panes can be resized from corners or edges.
Improved hit detection for panes.
Mouse left click now selects and moves panes. Use middle mouse or hold shift + left mouse to pan/move camera.
More progress on timeline, but currently not functional so currently disabled atm.
Multiple layout animations can be selected and played at once. Goes to the highest amount of frames.
Start to impliment a parts manager. Will allow editing external layout and animation data, and saving back properly.
Added support for previewing layout animations.
This includes pane SRT, tex SRT, material color (white/black blending), texture patterns, pane visibilty, and vertex colors.
Added textbox previewing. The scaling will be off, and more features is planned (caching font data to disk for faster loading, improve rendering, etc).
Rotations now render correctly for X/Y axis.
Added game window preview. This removes any editor only drawn objects and also fits the layout to the screen (aka root pane) size.
Add support for rendering custom blending with layout materials.
Add support for loading character icons for mk8d. These are hardcoded and have been manually set. Note these will only load if within the menu.szs.
Force close streams if formats are not loaded.
Fix compression menu with null returns. (Used if settings is canceled)
Some msbt saving progress. Need to fixup TXT2 section.
Add VIBS saving
Convert white colors to srgb for more accurate colors.
Fix displaying bflims with using bc4 alpha and no alpha.
Preview alpha theshhold for color blending.
Fix window pane alpha if frame vertex colors are disabled.
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.
Add support for bayonetta/astral chain dat.
Add support for darc archives.
Support previewing window panes for bflyt (1 frame atm with around kind)
Add bflan reading. Saving needs more testing and will be enabled soon.
Bflyt editor will keep the editor open within an archive when saved.
A custom dialog will be added soon to customize saving parameters.
Bflims will be loaded if in the same folder as the bflyt when opened.
Opengl textures that are not power of 2 decode from ST decoder. This prevents those from not loading. (Common in SMM1, SMM2, and also BFLYT).
Bflyt displays bounding panes, and window panes display textures. Window panes still need more work for rendering.
Bflyt now uses custom shaders for more advancements with rendering. Legacy PCs should still work fine with this.
Fixed uv transforms for bflyt if they are negative, which flips them.
Fixed an issue loading bclyt layouts.
Fixed pane trnasformation issues. They are nearly perfect, but rotations for X and Y are off.
Parts now search for opened sarc archives.
Fixed an issue with some spaces not quite saving for txt1 panes. This may fix some saving issues, as most i've tried output back identically.
Fixed an issue displaying LA8 textures.
Fixed some byaml editor issues with applying changes.
Fixed some editors updating within iarchives if files are switched.
Fixed l8 textures displaying wrong.
- Parent origins are now properly applied. Origin values are also correct (were previously being done wrong).
- Rotations on X and Y axis now work correctly.
- Selection shows a proper bounding if the rotation is rotated on the X or Y axis.
- Perspective and orthographic modes can be toggled be
tween in the layout editor.
Alpha influence is applied properly to picture boxes.
Adjustments to bflim loading, so it can load textures without an extension.
USD1 fixes and also start to impliment an editor for USD1.
Fix L8 and LA8 displaying.
Fix channel compents. Temporaily uses the swizzle parameter. Todo, do these by shader.
Material saving fixes for bflyt version 8 and higher
Adjust drag and drop support a bit from archives so it doesn't have any issues.
Added BRLYT viewing (very basic)
Fix U8 not adding all the directories. Hopefully any U8 will work correctly now
Limit the texture renderer to prevent memory issues.
Prevent textures to be loaded and bound if gl textures cannot load.
Fix gen bntx types (PC) from having inaccuate target set.
Files can be dragged out of and dropped within archives if adding is supported..
Fixed some archive issues with it updating, and removing improperly.
Adjustments to default transform bone settings for bfres to prevent any deform issues if a new skeleton is created.
Fixed loading files from clicked on when a single instance of the tool is used.
Fixed the UV editor, which loads materails and texture maps properly.
Adjusted loading archives which produced some duplicate file issues when the archive loads the file, and a tree node is clicked on. Ie bntx clearing, but another one would stay in memory.
Fixed bntx replacing.
Basic NCCH support, only romfs previewing for easy ripping and testing for file formats. Writing back and more improvements planned soon.
Save BTI files back.
Add structure based parsing from Kuriimu's IO extension. This will be expanded upon later to parse offsets and other things easier.