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EDM Inspector 1.7.0

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@EnragedStrings EnragedStrings released this 25 Sep 04:21

1.7.0 (2026-09-25)

The real map: terrain in full detail, and the buildings, trees and props placed on it.

Added

  • Scenery. View > Scenery (maps) loads the objects DCS places on the map around the view centre: buildings, hangars, walls, fences, poles, towers and, when asked, trees and bushes, drawn with the map's own models and textures (the trees with their leaves). Objects of one kind are merged into one entry in the Outliner (for example "concrete_wall_01 x1898") that can be shown, hidden, selected and exported like everything else. It works on all six installed maps. Vehicles, bridges and effects that the map lists but ships no model for are counted and left out.
  • Terrain detail. View > Terrain Detail (maps) loads a finer level of the terrain around the view centre (finest within 10 or 30 km, fine within 60 km, medium within 150 km). The coarser squares underneath are hidden while it is shown, and Remove loaded detail brings them back.
  • Exterior controls. Open an aircraft's exterior model and the Cockpit Controls panel now lists Landing gear handle, Flaps, Slats, Speed brake, Canopy, Arresting hook, Refuelling probe, Wing fold, Brake parachute, Weapon bay doors, Engine nozzle, Ailerons, Elevator and Rudder, for whichever of them the model has. They are found from the animated parts (by name), and pressing one moves all the parts of that system together, so you can lower the landing gear or step the flaps. Find shows the parts it moves.
  • Dials and 3-position switches. Press / next in the Cockpit Controls panel now understands the kind of control: buttons and 2-position switches flip, 3-position switches go through their middle, and dials and multi-position switches turn one step (the step size is read from the control's definition). Back goes one position the other way.
  • VS Code for DLL work. In the DLL Explorer, Open in VS Code writes one .c file per function (the current code where there is edited code, otherwise Ghidra's, plus your flagged functions) and opens the folder in VS Code (found on the PATH or in its usual install folders, or through whatever opens .code-workspace files). What you save in VS Code is read back straight away: the function shows your code in the explorer, and a changed // name: line renames it. Files you already edited are kept if you write the workspace again.
  • AI code shown in place. When an import from AI brings rewritten code for a function, the explorer now shows it straight away in that function, the function list shows the new name and signature and marks changed functions with a pencil in the Edited column, and search finds the new names. The view is called Live Code (it is the default, and shows the current code of a function whether it was edited by the AI or in VS Code, or is still Ghidra's), the old AI report view is now simply Report, and Original C (Ghidra) is one click away.

Changed

  • The terrain mesh is built differently and is now clean: the map file stores several overlapping layers of triangles (the ground, and roads, fields, forests and shores draped over it), so it is rebuilt as one surface from the ground points themselves. Open water is drawn as a flat sea at height 0, as DCS does. Heights that do not fit their surroundings (spikes) are pulled back to what their neighbours say, and patches of open water stored inside mountains take the height of the ground around them instead of showing as blue water. This fixes the black gaps in the sea and the spikes, fins and overlaps on land that the first version showed.
  • The DLL Explorer now opens as a tab beside the Viewport instead of a floating window (drag it out to float it or dock it elsewhere).
  • The viewport now takes the left three quarters of the window by default and the Outliner and Properties the right quarter (Window > Reset Panel Layout applies it).
  • Exporting a DLL for AI and downloading Ghidra or Java from Preferences now report in the task card like the Blender and Substance Painter exports, so the inspector stays usable meanwhile. (Installing or updating EDM Inspector itself still shows a pop-up, because the program restarts.)

Fixed

  • Liveries. Liveries did nothing to the model and said 0 of its materials used them, because most descriptions write DIFFUSE, NORMAL_MAP or ROUGHNESS_METALLIC instead of numbers and the manager did not know those names, and because DCS ships most liveries as zip files, which were not listed at all. Both are handled now (zips are unpacked on demand into a cache), as are texture names like ../COMMON/name and $LIVERIES/unit/name.
  • Terrain seams. The edges between terrain tiles no longer show stray slivers and spikes: the squares of a loaded area are triangulated together, so their borders join up.