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Releases: MatBourgon/Gex3DViewer
Releases · MatBourgon/Gex3DViewer
Release list
Release 0.5
Code Changes
- Added new icon for "cold____" collectible type, as it stands for "any". Eventual plan to remove the icon in favor of cycling between all three collectable types.
- Updated path model to not look weird at certain angles, as well as vanishing when vertical, as well as showing where each node is.
- Added a lot more objects to path reader list. There are more likely hidden behind rotation-type paths (such as the lion's jaw).
Project Changes
- Fixed a bunch of safety warnings.
Currently known issues:
- Some textures are not properly mapped or animated.
- Models don't have bones, and thus might appear incorrectly.
- The program might crash when the texture atlas page is open. If this occurs either with it closed, please let me know!
Release 0.4
Code Changes:
- Added custom sprite loading to allow showing non-object instances.
- Now displaying the level Spawn position using a new Spawn sprite. It's coordinates can be viewed by finding the $Spawn object.
- Added platform nodes. Not fully functional for curves, but displays necessary info. Eventually want to use lines and balls.
- Displaying ProxSig objects using a sprite now.
- Any object that has no model is now shown with a ? sprite.
- Now displaying the path a platform can take. These are identified uniquely, and each group is tied to its own object to allow toggling between paths.
- Fixed bug where the skybox's normals were actually inverted, which allows re-enabling back-face culling.
- Added a method to filter and search through objects. By default, " !! " is selected, which ignores any object with keyword characters in their name. Typing part of an object's name will make them show up, and prefixing it with a " ! " will negate the filter.
- Fixed object display not showing the proper object coordinates, as well as when exporting object data.
- Re-added button to view texture atlas in-program.
- Added a button on each object to teleport the camera straight to their position. No more looking around for an invisible object or certain instance!
- Added button to export the texture atlas to .TGA.
- Added buttons to export individual models, or the level geometry + skybox as .PLY. This can be loaded into Blender with the texture atlas to view the full model. Models do not still have any bones.
Currently known issues:
- Some textures are not properly mapped or animated.
- Models don't have bones, and thus might appear incorrectly.
- The program might crash when the texture atlas page is open. If this occurs either with it closed, please let me know!
Release 0.3
Code Changes:
- Added Skyboxes and sky color as part of level reading. Skyboxes can be toggled on and off independent to level geometry, and sky color can be changed after the level is loaded.
- Fixed an issue where objects were sometimes loading incorrectly in certain level, causing too many objects of the wrong type.
- Fixed the data folder not being read properly for final builds.
- Added object info dumping to the Objects Panel. Open a level and you can dump object positions and rotations into an easy to parse JSON file. Rotations are stored in Radians.
Currently known Issues:
- Some textures are not properly mapped or animated.
- Models don't have bones, and thus might appear incorrectly.
- The Object Panel may have a duplicate "Misc." element, which will warn you when overlapping some of the UI. This shouldn't affect usability.
Release 0.2
Project Changes:
- Changed project from Premake to CMAKE. This is to hopefully eventually
move away from force Visual Studio, and for better library linkage - Ported all required libraries to the project, and update ImGui to the
Docked branch
Code Changes:
- Texture packing now implemented quickly, allowing better performance
by not swapping thousands of times between different textures. This
still needs to be improved to allow for animated textures. - Object reading as been implemented. Still buggy and missing support
for stuff like animated textures, rotating, bones, vertex colouring, and
translucent textures - A lot of new gadgets on the tool bar (temporary before better
designing is implemented for user-friendliness - Level detection is implemented. This is more of a hack than anything
as the level identifier is not stored in the file anywhere, and the
filename can be renamed. A level type is however stored, so it, in
combination with a (mostly) unique starting 4-bytes can be used (until
level editing is implemented?) - Objects can be enabled and disabled in groups or individually, to
allow better level exploration
Currently known issues
- The data directory is pointed to incorrectly in relation to the executable. This is an issue with the previous version as well. Keep the formatting provided by the zip and no issues should arise from this.
- Some textures are not properly mapped or animated
- Models don't have bones, and thus might appear incorrectly
Initial Release 0.1
Removed debug guard around main.