Releases: TheBombSquad/GxUtils
Releases · TheBombSquad/GxUtils
1.0-136
1.0-125
Full Changelog: 1.0-123...1.0-125
1.0-123
Add conditional compilation to fix Mono build
1.0-121
Fix script to add accurate commit number for release
1.0-120
Update README.md
1.0-114
- Fixed issue where transparency may not be parsed correctly on computers where English is not the default language
- Fixed parsing order of NormalBitangentTangent vertex flag, thanks to chmcl#0594
Pulled in the following changes from @starknebula:
- Add FZeroAX enum to GxGame. F-Zero AX and GX share the same structure formats for both TPL and GMA.
- Remove need to pass game enum when for Pack method. When packing LZ file, deduce compatibility from headerFieldSize and actual file size.
- Add switch case to Unpack method, check when for game enum and subtract when appropriate. This makes it more clear what is going on and will throw an error if another game is added to the GxGame enum, forcing it to be handled correctly.
1.0-107
- Added support for material flag declaration. To declare a material flag, the tag
[MATFLAG_NAME]
must be in the name of the material, where 'NAME' is the name of the material flag to use. Presently,SCROLL
is the only valid material flag, which applies the flags for texture scroll to the given material. This is for compatiblity with BlendToSMBStage2, more flags may be added in the future, and any more complex mesh/material flags can be assigned using the mesh/material preset feature. - Fixed an issue where the tree for models/materials would collapse after closing the mesh flag editor dialog box.
1.0-104
- Added support for mesh and material flag preset declaration. To declare a mesh preset, the tag
[MESH_NAME]
must be in the name of the material, where 'NAME' is the name of an exported mesh flag file in the presets folder. By default, the Presets folder is in the same directory as the GxModelViewer.exe file. This can be changed using the command-line option-setPresetFolder
. In this case, the mesh flags in the filePresets/NAME.txt
will be applied to the mesh containing the material. To declare a material preset, the process is the same, but the tag format is[MAT_NAME]
. - Added support for texture format declaration. To change the format of a texture for a particualar material, a tag of the format
[TEX_TYPE]
must be in the name of the material. 'TYPE' should be replaced with the desired texture format. Valid format values are CMPR, RGB5A3, RGB565, RGBA8, I4, I8, and IA4. Invalid values will default to CMPR.
1.0-102
- Added support for transparency declarations in MTL files
- Added automatic toggling of unshaded mesh flag when a material contains '[UNSHADED]' in its name
1.0-99
- Added a command line option to remove unused textures:
-removeUnusedTextures
- Fixed vague errors that could occur when a face is untextured, or when a texture file has an invalid path
- Fixed issue where removing unused textures could take a long time
- Fixed issue where bulk importing textures could take a long time
- Blender's default OBJ elements no longer throw warnings