Releases: Laupetin/OpenAssetTools
v0.20.2
What's Changed
- fix: load non reference assets by @Laupetin in #357
- feat: separate objects into gltf meshes instead of primitives by @Laupetin in #358
- fix: loading of base64 data from gltf files by @Laupetin in #359
- fix: loading of gltf with multiple meshes by @Laupetin in #360
Full Changelog: v0.20.1...v0.20.2
v0.20.1
v0.20.0
Notable feature changes
Support for building IPaks and IWDs alongside fastfiles
Previously it was not possible to build IWDs at all and only possible to build ipaks as a separated zone file using the >type,ipak
metadata.
This made it very hard to include all images that were also included in a fastfile when they were loaded as dependencies from other assets.
This has now been tackled and OAT allows you to build IWDs and IPaks in your main zone file.
For this you can start a new IWD by specifying the metadata >iwd,name_of_your_iwd
and a new IPak by specifying the metadata >ipak,name_of_your_ipak
.
There can only be one IWD and one IPak active at a time.
Starting with the point of they definition, every image that is included in the zone (including images loaded as dependencies, expect for ones that were already previously loaded) will be added to the specified IWD or IPak.
After compiling the fastfile, all specified IWDs and IPak are also generated and placed in the output directory.
For example:
// awesome_mod.zone
>game,t6
>name,mod
image,first_image // Will not be included
>ipak,awesome_ipak
image,second_image // Will be included in awesome_ipak.ipak
>iwd,awesome_iwd
image,third_image // Will be included in both awesome_ipak.ipak and awesome_iwd.iwd
When an IPak is created this way, the related fastfile will automatically be setup to load the generated ipak.
For more details, see #286
Notes
This release contains a larger refactor for the Linker that separates logic between compilation and loading.
This allows for more supported formats and better separated implementations in the future.
What's Changed
- feat: improve building IWD and IPak obj containers by @Laupetin in #286
- Add tests for ObjCompiling module by @Laupetin in #330
- tiny mistakes in the filenames of the make scripts by @awsms in #333
- fix: regressions from obj compiling refactor by @Laupetin in #340
- Recover from filesystem exception when dumping by @diamante0018 in #339
- refactor: obj dumping output path by @Laupetin in #341
- chore: remove premake5 executable from repo by @Laupetin in #345
- refactor: remove MemoryManager create method usages by @Laupetin in #346
- refactor: use OutputPathFilesystem for writing fastfiles by @Laupetin in #347
- fix: long fastfile names by @Laupetin in #348
New Contributors
Full Changelog: v0.19.2...v0.20.0
v0.20.0-rc.1
Notes
This release contains a larger refactor for the Linker that separates logic between compilation and loading.
This allows for more supported formats and better separated implementations in the future.
I am not entirely sure whether I accidentally broke some things, so I'll make this a release candidate first.
What's Changed
- feat: improve building IWD and IPak obj containers by @Laupetin in #286
- Add tests for ObjCompiling module by @Laupetin in #330
- tiny mistakes in the filenames of the make scripts by @awsms in #333
- fix: regressions from obj compiling refactor by @Laupetin in #340
- Recover from filesystem exception when dumping by @diamante0018 in #339
- refactor: obj dumping output path by @Laupetin in #341
New Contributors
Full Changelog: v0.19.2...v0.20.0-rc.1
v0.19.2
v0.19.1
v0.19.0
Highlights
The BO2 Soundbank code has been refactored a lot.
The previously generated CSV files for sound aliases are unfortunately not compatible with the current values anymore.
This is due to changes in the amount of columns (some were removed, some were added) and the format of their values
that has been changed.
I recommend redumping previously used soundaliases from the original game.
If you however want to instead migrate existing CSVs, feel free to reach out in the Plutonium BO2 modding discord channel.
Thank you @Jbleezy for the help and the migration script!
What's Changed
- refactor: use asset_type_t for ZoneDefinition by @Laupetin in #276
- Dump and load correct volume and pitch values for T6 sound aliases by @Jbleezy in #274
- refactor: sound bank loading dumping by @Laupetin in #277
- fix: zone def loading by @Laupetin in #279
- Improve sound bank dumping by @Jbleezy in #278
- fix: stop removing extensions of soundaliases by @Laupetin in #284
Full Changelog: v0.18.0...v0.19.0
v0.18.0
v0.17.1
v0.17.0
What's Changed
- feat(Linker): add verbose loggin when writing of zones begins by @diamante0018 in #260
- feat: track time spent linking zone by @diamante0018 in #261
- Various soundbank fixes by @Jbleezy in #264
- feat: generalize xmodel loading for IW5 by @Laupetin in #267
- feat: material/image loading for IW5 by @Laupetin in #267
New Contributors
Full Changelog: v0.16.3...v0.17.0