1
0
mirror of synced 2024-12-02 02:57:23 +01:00
Switch-Toolbox/packages/AssimpNet.4.1.0/ChangeLog.txt
KillzXGaming d1f03b161f 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 12:55:09 -04:00

209 lines
7.3 KiB
Plaintext

----------------------------------------------------------------------
CHANGELOG
----------------------------------------------------------------------
4.1.0 (10-28-2018)
- Updated to target .Net Standard 1.3 (additional .Net 3.5 and .Net 4 targets)
- Removed old IL patcher to use new MemoryInterop.ILPatcher build time dependency (allows us to build cross-platform)
- Rewrote Sample application to be a .Net Core app that uses the Veldrid low-level graphics library for rendering
- Added x64 linux native binary, x64 macOS native binary
- Tested on Ubuntu 18.04 and MacOS 10.13 (High Sierra)
- Several fixes and updates to target latest Assimp release
- Ported over "UnmanagedLibrary" abstract code and refactored AssimpLibrary
- Added "ThrowOnLoadFailure" to configure getting back a "false" if native library fails to load or throw an exception (the default). Mono should no longer
throw a "NotImplemented" exception because of trying to get the error code from windows.
- !!Breaking Change!! Native DLLs are deployed differently and resolved at runtime differently
- Removed "DefaultLibraryPathXXBit" properties from AssimpLibrary, they are meaningless now (and probably not used)
- Introduced "UnmanagedLibraryResolver" that lets you set the following to completely configure native DLL loading:
1. Multiple probing paths
2. Multiple fallback library names (e.g. versioned binaries)
3. Override name if the default native library name is not good enough for your tastes.
- Search order of the native DLL is as follows:
1. Search user-specified probing paths
2. Search {AppBaseDirectory}/runtimes/{RID}/native/
3. Search {AppBaseDirectory}/
4. Search nuget cache based on assembly name/informational version ({UserProfile}/.nuget/packages/AssimpNet/{PackageVersion}/runtimes/{RID}/native/)
5. If all above failed, return the given name of the DLL (or override name) and let the OS try and find it (different OS' may have different strategies).
- The resolver is only used in AssimpLibrary.LoadLibrary(). The other two overloads still take in a user-supplied path/to/your/DLL.
- Native DLLs are now deployed in the "runtimes" folder of the nuget package. This means they are now picked up as dependencies by netcore (*.deps.json)
and automatically get copied during the "dotnet publish" command. During development, the system will try and locate the native DLLs in the nuget cache
(.net framework 3.5/4.0 targets still use the MSBuild targets file to copy the runtime folder to the output folder). The folder structure looks like this:
- runtimes/win-x64/native/assimp.dll
- runtimes/win-x86/native/assimp.dll
- runtimes/osx-x64/native/libassimp.dylib
- runtimes/linux-x64/native/libassimp.so
- All native binaries are named "assimp" or "libassimp" depending on platform, since we're putting them in "well known" architecture folders, no need to have unique names
- [Source Only] Added a Unity script that will make it easier for users to load the native DLLs when running in Editor/Standalone Unity 3D
- Build outputs a folder called "UnityPlugin" which you can drag and drop into the Unity Editor. A package will be available in the Asset Store as well.
Targets Assimp 4.1.0
======================================================================
3.3.2 (12-26-2016)
- Fixed up nuget package build targets.
- Added donated mac library implementation (haven't personally tested)
- Removed null/empty string checks for import format hint for reading streams - if you don't supply
a hint, Assimp will automatically try to detect what format it is
- Added logging when an invalid export format ID is encountered -- be sure to use "collada" and not "dae".
- Added additional null/empty checks if adding a material property with an invalid fully qualified name.
Targets Assimp 3.1.1
======================================================================
3.3 (07-3-2014)
- Upgraded to Assimp 3.1.1 - now with FBX support!
- Added matrix property configuration type
- Added root node transformation property configuration for use with "PreTransformVertices" post process step
- Added collada "ignore up direction" property configuration
- Added various FBX importer property configurations
- Added global property configuration to disable bone visualization when a model only has animations and no geometry
- Added support for Metadata objects on nodes
- Fixed issue with marshaling mesh names, AiMesh and AiAnimMesh are now blittable. All unmanaged structs are blittable
and .NET runtime marshaling is avoided due to issues with marshaling fixed buffers in non-blittable structures.
Happy Fourth Of July!
Targets Assimp 3.1.1
======================================================================
3.2 (03-14-2013)
- Added IOSystem/IOStream support, allowing for custom IO handling. An IOSystem can be registered to an AssimpImporter,
which is used during ImportFile and ConvertFile APIs. It currently is not supported for ImportFileFromStream APIs.
- Fixed marshalling of String material property values
- Fixed aiGetTexture function signature to take in an array of 2 UV wrapmodes
Targets Assimp 3.0.1270
======================================================================
3.1 (01-01-2013)
- Added AnyCPU support, replaced AssimpMethods with AssimpLibrary that dynamically loads/unloads the unmanaged Assimp DLL
optionally, a custom file path can be specified to load the Assimp DLL. By default, the 32 or 64 bit Assimp DLL is loaded from the
same directory that the AssimpNet DLL is located in, depending on the bitness of the process.
- Added missing properties for PreState/PostState in NodeAnimationChannel
Targets Assimp 3.0.1270
======================================================================
3.0 (11-11-2012)
- Upgraded to Assimp3.0
- Added Convert API to AssimpImporter to utilize new Export functionality
- Several fixes to Matrix-Quaternion structures
Targets Assimp 3.0.1270
======================================================================
2.1.2.1 Refresh (7-27-2012)
- Added root transformations to the importer - can specify Scale, XRotation, YRotation, and ZRotation. Can use these properties to bake the
transformation by specifying the "PreTransformVertices" post process flag.
- Added missing OffsetMatrix property to Bone
Targets Assimp 2.0.854
======================================================================
2.1.2 (4-4-2012)
- Added RemoveConfigs() method to AssimpImporter
- Fixed an occassional crash when mashalling string material properties
Targets Assimp 2.0.854
======================================================================
2.1 (1-28-2012)
- Added Matrix3x3, Matrix4x4 methods.
- Fixed several bugs in Quaternion.
- Added unit tests for Matrix3x3, Matrix4x4, Quaternion.
- Added "ImportFileFromStream" AssimpMethod and equivalent methods to the AssimpImporter:
This is the implementation for "aiImportFileFromMemory".
- Added a "ReadStreamFully" method to MemoryHelper.
- Added "Importer Settings" config classes.
- Added a sample a port of Assimp's simple textured OpenGL sample using OpenTK.
Targets Assimp 2.0.854
======================================================================
2.0 (1-22-2012)
- Initial release, core API is finished.
Targets Assimp 2.0.854