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EDM Inspector 1.6.0

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@EnragedStrings EnragedStrings released this 25 Sep 00:25
· 1 commit to main since this release

1.6.0 (2026-09-24)

Real terrain meshes, editing, a Blender round trip, cockpit and livery tools, Substance Painter, and maps and models in 3D. (This release also carries everything planned for 1.5.0, which was never published.)

Added

  • Real terrain mesh (early). Maps in 3D now use the terrain mesh DCS itself draws, read from the map's .surface5 file, instead of only the coarse height map: real mountains, valleys and sea floor, coloured by height. The whole map opens as its coarsest level (about a million triangles); the height map stays in the Outliner, hidden. It works for all six installed maps. This is an early version: the sea shows some gaps, finer levels are not offered in the interface yet, and the objects placed on the map and their models are not read yet.
  • Maps in 3D. File > Open Terrain in 3D (or View in 3D in the Terrain Map panel) shows a whole DCS map in the main viewport: terrain relief as tiles, roads and railways, airfields with their runways, towns and navigation aids. Every part has an eye in the Outliner, can be clicked in the viewport, and shows its details in Properties. Airfield and town markers keep the same size on screen at any zoom. The terrain is drawn taller than real (2x by default, change it under Preferences > Settings > Viewport) so hills read. The objects placed on the map and their models are not read yet.
  • Assets panel. A tab beside the Outliner lists every model in your DCS install and mods (aircraft, vehicles, ships, weapons, buildings and props, over 5,000 of them) with search and categories. Double-click one to open it on its own in the viewport. Lower-detail and damage copies are hidden unless you ask for them.
  • Export Selection as 3D Mesh. Export > Export Selection as 3D Mesh saves what you selected (or everything shown) as an OBJ with its materials and textures, or as a single .glb file. It works for models (in the pose the Arguments sliders show) and for maps (any tiles, roads or airfields you pick), and needs no Blender. Blender opens both files as they are.
  • Camera controls. Preferences > Settings > Controls chooses which mouse button, with which of Shift, Ctrl or Alt held, orbits, pans, zooms or looks around (turning the camera on the spot, new), with up to three inputs each, plus speeds and inverted directions. A reminder of the current controls sits in the corner of the viewport (Overlays > Camera control hints turns it off), and View > Camera Controls opens the page.
  • Send to Substance Painter. Export > Send to Substance Painter... opens the selection (or everything shown) in Painter as a new project: one texture set per material, and every texture of those materials (base colour, normal, specular and the rest) loaded into the project's Assets > Project shelf and grouped by material. Painter is started for you and the project is saved next to the exported files. Set Painter's path under Preferences > Settings > Locations (it is found automatically in the usual places). This version of Painter cannot place textures on layers from outside, so drag each one from the shelf onto a fill layer. After exporting textures from Painter, Export > Import Painted Textures from Painter... writes them back over the model's textures (a .bak of each original is kept).
  • Structural editing. Right-click in the Outliner to add a group, transform or animated node, add a connector, duplicate, delete (keeping or removing what is under it) and move parts to a new parent. Every parent number, render item and bone is renumbered for you, each edit is checked and can be undone, and the result is saved through File > Save Edited Copy As or Save and Replace Original. A part can also get an animation channel for an argument.
  • Blender round trip. Animated parts export to Blender as plain keyframes on the object again (no bones), as they did before 1.5.0. Import Changes from Blender reads those keyframes back, and also vertex positions, normals and UVs of meshes whose vertex count did not change. Changes to the number of vertices are reported and left alone.
  • Textures panel. Each texture opens in a larger viewer with a per-channel view (R, G, B, A), and shows its size, format, mip count, where the file is, and which materials use it.
  • Collision and hitbox views. View > Show Collision Shapes and Show Model Boxes draw the shell, segment and bounding-box data of a model in the viewport.
  • Model versions and LODs. The Assets panel groups a model's LOD and damage variants; the viewport shows which LOD is in use at a distance and lets you switch between them, with triangle and material counts.
  • Clickable data. A Clickable panel reads a cockpit's clickabledata.lua and lists each control (connector, argument, hint, action). Hovering a control in the viewport shows what it is, and clicking selects its parts so you can try its animation.
  • Livery manager. A Liveries panel lists every livery of the aircraft (Saved Games and install), shows which texture slot uses which file, previews a livery on the model, and edits description.lua.
  • DLL Explorer: calls, classes and exports. A new Calls and uses view shows what the selected function calls (including functions it imports from other DLLs) and what calls it, which virtual table slots point at it, and, for a string, which functions use it. Classes list their virtual function tables (one per base class where a class has several) and their methods. Double-click any function in these lists to go to it. A new Exports tab lists what the DLL itself exports, read straight from the file, with C++ names made readable. On the Imports tab the imported names are made readable too and checked against the DLL they come from (for example EDCORE.DLL in your DCS folder), so a name that DLL does not export is flagged. Ghidra reads the call graph once per DLL; new DLLs get it as part of the first analysis, and DLLs analyzed before show a Read call graph button.

Changed

  • Preferences > Settings is now split into tabs: Locations, Ghidra and Java, Installation, Viewport, Controls and General.
  • The three small round buttons under the axis indicator (a hand, a magnifier and a square) are gone. Pan and zoom use the controls above, and the Perspective / Orthographic switch is now a labelled button in the viewport header.
  • Sliders in the settings and the Arguments panel have a proper dark style, and drop-down lists no longer draw their arrow over the text.