Releases: Sollumz/Sollumz
Release list
Sollumz 2.9.0
This release includes a complete YMAP rework, texture dictionary support, easier ways to build game asset libraries, an expanded presets system, and many bug fixes, including compatibility fixes for Blender 5.2.
Highlights
YMAP Rework
YMAP support has been rewritten from scratch, adding support for all features available in YMAPs, including: entities, MLO instances, LOD hierarchies, car generators, occluders, timecycle modifiers, LOD lights, and grass batches.
Maps are no longer represented as object hierarchies in the outliner. Everything is managed from the new Maps panel in the Sollumz Tools sidebar, with a workflow similar to the MLO workflow. Check out the documentation.
LOD Hierarchy Management
Sollumz now understands and handles LOD hierarchies in YMAPs. Related YMAPs are organized into map groups, where each container becomes a YMAP file on export. Parent/child LOD relationships are managed across the whole map group, so hierarchies spanning multiple YMAPs survive export correctly.
Partial hierarchies can still be imported, but containers with missing LOD parents or children are locked down, and editing is limited (e.g. entities cannot be deleted) to prevent data loss on export.
A new Map LOD Hierarchy viewport tool allows you to visualize and modify the hierarchy in 3D: drag and drop entities to link or unlink parents.
demo_lod_hierarchy.mp4
Automatic Partitioning
Set a map container to Auto, and Sollumz partitions its items into the standard sub-containers for you: strm, long, critical and per-interior YMAPs. Manual layouts can be collapsed back to Auto, or Auto containers converted to manual if you want full control.
MLO Instances
MLO instances can now also be added to YMAPs. The MLO panel in the sidebar has a new "Create MLO Instance" button that creates a copy of your MLO as a single object, ready to be placed in a map.
Grass Batches
Full grass batch import/export is now supported, with geometry-nodes-based generation and preview. Each grass batch is configured through a list of "templates", which define the models that can appear and their per-model settings (e.g. scale, LOD distance). The geometry nodes modifier then uses these templates to scatter the grass instances over a base mesh.
demo_grass_batch_gen.mp4
The geometry nodes require Blender 5.0 or newer. Import/export still works on all supported versions, since the grass batch itself is just a regular mesh containing only vertices. This also means some manual editing is possible.
LOD Lights
LOD lights can now be imported and exported, and a new Bake LOD Lights operator collects the lights of all entities in a map group and generates the lodlights/distlodlights YMAPs automatically, categorized by size, partitioned, and with streaming extents computed for you.
Texture Dictionary Support
YTDs can now be imported and exported. A new Texture Dictionaries panel lets you create dictionaries and add or remove textures manually, or add source mesh objects that automatically gather all images used by their Sollumz shaders, with a per-image toggle to control what gets included.
HD texture dictionaries (+hi) can also be managed from this panel. On export, textures marked as HD are exported to a +hi.ytd at full resolution, while the base .ytd contains half-resolution versions. This also works with embedded textures on drawables, fragments, and drawable dictionaries: when HD textures are present, a +hidr.ytd/+hifr.ytd/+hidd.ytd is exported alongside the main asset.
Asset Libraries
The new Build Asset Library operator scans a directory of game files and builds .blend asset libraries from the YTYPs and assets it finds, including files inside RPFs. If a YTYP contains an MLO, the whole MLO is also saved as an asset, which can later be placed in maps as an MLO instance.
The operator parallelizes the work across multiple Blender background processes, significantly speeding up the build. Libraries are managed from the add-on preferences and integrate with Blender's asset browser.
When entities are instanced from YMAPs or YTYP MLOs, archetypes are resolved from these libraries, after first checking the current .blend. Assets built by Sollumz also embed metadata, allowing features like LOD light baking and entity LOD distance resolution to work without loading the original game files.
Presets Everywhere
The presets system has been extended, and presets are now available in far more places: collision flags and materials, lights, shaders, fragment bone physics, archetypes, entities, extensions, MLO rooms, portals, timecycle modifiers, car generators, and grass templates/batches. Presets apply to all selected items at once where applicable.
The updated system stores JSON files instead of XML files. They can be found at %APPDATA%\Blender Foundation\Blender\X.Y\config\sollumz\presets. Existing XML presets are migrated automatically on first load.
Look out for this icon
to access the new presets:
Changelog
Features
- (ytd) Support import/export of YTDs. (d74e9cf)
- Allow exporting YTYPs, YMAPs and YTDs from generic 'Export RAGE Assets' button. (c2fcbef)
- (presets) Replace per-format XML presets with a shared JSON preset system available in many more places. (#1026, 90c5c70, 7cc937d, 8c6557d, a74c856)
- (assets) Add game asset library with improved builder. (f922c4c, 528bb27)
- (ymap) Complete rework of YMAP support. (#1154, #1157, #1165, #1199, #486, #724, #782, #872, #945, #979, e91f01d, d4603c7, 9dfc31c, f6d2ed2, b0edf8e)
- (ydd) Support external skeletons saved in preferences. (a5e662a)
- (ytyp) Add MLO instancing operators. (9b54313)
- (yft) Give more control over vehicle window shattermap generation. (#1189, #1195, 980a5d2)
Bug Fixes
- (ydr) Handle corrupted cable mesh geometry on import. (#928, e662600)
- (ytyp) Fix typo. (#1187, ffa3023) [@DarkWolf197]
- (deps) Error when importing drawable with non-composite bounds. (#1186, 1bda0bc)
- (yft) Fix vehicles with cloth crashing when exploded. (8ec55f2)
- (prefs) Better handling of corrupted .ini files and avoid full-file rewrites while loading. (eb55f4b)
- Compatibility with Blender 5.2. (e9797dc)
- (ycd) Error on export. (#1211, 6c34f25)
- (ycd) UV clip hash calculation no longer requires using 'Order Shaders' first. (bd22a17)
- (ydr/yft) Add missing to_mesh_clear()'s. (#1219, 43dc6af) [@ook3D]
- (ydr) Remove unused vert_to_loops calculation. (#1220, b0b8205) [@ook3D]
- Fix typos in user messages. (#1222, dcdb46d) [@ook3D]
- (ydr) Misc vertex buffer builder fixes. (#1223, d8dcd84) [@ook3D]
- Bad import. (8dfeeee...
Sollumz 2.8.3
Minor update with various bug fixes, including a fix for the archetypes UI breaking in Blender 5.1.
Changelog
Bug Fixes
- (export) Fix not being able to export in local view. (#1161, f6353b1) [@ook3D]
- (yft) Damaged fragment children calculations. (#1167, 77dd16b) [@ook3D]
- (yft) Export error when missing very high lods. (391afa0)
- (ydr) Correctly handle vehicle shaders on plain drawables. (#1168, 476effa)
- (ytyp) Allow selecting any object in the hierarchy for
Auto-Create From Selected. (95e5f3a) - (ui) Broken archetypes UI in Blender 5.1. (6293879)
- (deps) Bump szio to 1.2.0. (48d3e9e)
- Fix "RuntimeError: Failed to import image" when trying to embed DDS files with bad mip-map counts. Now tries to correct the mip-map count.
- Fix incorrect light type parsing of CExtensionDefLightEffect lights in CW XML.
- Fix
effectHashsaved as hash string instead of raw integer value in CExtensionDefAudioEmitter in CW XML.
Other Changes
- (ytyp) Apply entity set visibility toggle to children objects. (c733970)
Sollumz 2.8.2
Hotfix to address an issue found in 2.8.1.
Changelog
Bug Fixes
- (ui) Errors when multi-select lists are shown. (4ad6469)
v2.8.1 Changelog
Features
- Support export with packed textures. (#1128, 59a9785)
- Support pack/extract modes when importing textures. (#1128, 41602c1)
- (vertex_paint) Add 'truncate' option to gradient tool. (2824286)
- (ydd) Support 'Import to Asset Library' on drawable dictionaries. (c7c079f)
- (ytyp) Add visibility toggle to entity sets. (a5cf33e)
- (cli) Add command
sz_perf_ieto measure import/export times. (e3b7402)
Bug Fixes
- (ydr) Merge duplicate material slots on export. (#1126, 2c4ce4a) [@ook3D]
- (yft) Typo
discard_formatscausing errors. (8d85540) - Remove debug print. (2ea6196)
- Solve errors when no export target format/version is selected. (d38a005)
- (ydr) Copy scale when converting mesh to drawable. (afeed3e)
- (ydr)
spec_decalshader not being created properly. (#1140, 2b7fcf8) [@ook3D] - (ytyp) Error when exporting ytyp(s) with Spawn Point extensions. (#1136, d4bf847) [@ook3D]
- (ytyp) Error when exporting ytyp(s) with Explosion extensions. (7187e53)
- Settings override not working on import/export operators when called from scripts. (ccac637)
- (ydd) Avoid unhandled errors when drawable export fails. (#1145, ef524cf)
- Error when writing external textures to export directory. (c589d63)
- (yft) Shattermap errors when vehicle glass blue channel is all black. (#1142, e1f6751)
- (ydr) Carry over embedded status when converting shaders. (#1148, f218453) [@ook3D]
- Various bug fixes. (#1151, bf54483) [@ook3D]
- (ybn) Errors with fragment cloth plane bounds import/export. (ec70c06, 368b2eb)
- (ycd) Broken 'Create Sprite Sheet UV Animation' in Blender 5.0. (63faf21)
- (ui) Format 'NATIVE' toggle appearing enabled when not available in export window. (d8d21cc)
- (deps) Improve upgrade workflow. (7c76975, 45eb6fa)
- (deps) Update szio to 1.1.0. (c366f9f, 59a9785, 368b2eb, 78b04e9)
- (deps) Update pymateria to 0.1.1. (87a59b9)
- Fixes memory allocation error crashes. (#1132)
Other Changes
- Do not copy embedded textures for native export. (1338fc5)
- (gizmo) Only allow light gizmo selection in object mode. (#1134, fcd3e0f) [@ook3D]
Performance
Sollumz 2.8.1
Minor update with quality-of-life improvements and bug fixes.
Changelog
Features
- Support export with packed textures. (#1128, 59a9785)
- Support pack/extract modes when importing textures. (#1128, 41602c1)
- (vertex_paint) Add 'truncate' option to gradient tool. (2824286)
- (ydd) Support 'Import to Asset Library' on drawable dictionaries. (c7c079f)
- (ytyp) Add visibility toggle to entity sets. (a5cf33e)
- (cli) Add command
sz_perf_ieto measure import/export times. (e3b7402)
Bug Fixes
- (ydr) Merge duplicate material slots on export. (#1126, 2c4ce4a) [@ook3D]
- (yft) Typo
discard_formatscausing errors. (8d85540) - Remove debug print. (2ea6196)
- Solve errors when no export target format/version is selected. (d38a005)
- (ydr) Copy scale when converting mesh to drawable. (afeed3e)
- (ydr)
spec_decalshader not being created properly. (#1140, 2b7fcf8) [@ook3D] - (ytyp) Error when exporting ytyp(s) with Spawn Point extensions. (#1136, d4bf847) [@ook3D]
- (ytyp) Error when exporting ytyp(s) with Explosion extensions. (7187e53)
- Settings override not working on import/export operators when called from scripts. (ccac637)
- (ydd) Avoid unhandled errors when drawable export fails. (#1145, ef524cf)
- Error when writing external textures to export directory. (c589d63)
- (yft) Shattermap errors when vehicle glass blue channel is all black. (#1142, e1f6751)
- (ydr) Carry over embedded status when converting shaders. (#1148, f218453) [@ook3D]
- Various bug fixes. (#1151, bf54483) [@ook3D]
- (ybn) Errors with fragment cloth plane bounds import/export. (ec70c06, 368b2eb)
- (ycd) Broken 'Create Sprite Sheet UV Animation' in Blender 5.0. (63faf21)
- (ui) Format 'NATIVE' toggle appearing enabled when not available in export window. (d8d21cc)
- (deps) Improve upgrade workflow. (7c76975, 45eb6fa)
- (deps) Update szio to 1.1.0. (c366f9f, 59a9785, 368b2eb, 78b04e9)
- (deps) Update pymateria to 0.1.1. (87a59b9)
- Fixes memory allocation error crashes. (#1132)
Other Changes
- Do not copy embedded textures for native export. (1338fc5)
- (gizmo) Only allow light gizmo selection in object mode. (#1134, fcd3e0f) [@ook3D]
Performance
Sollumz 2.8.0
This release is a big step forward for Sollumz. Thanks to our collaboration with Rockstar Games and Cfx.re on their new Materia library, Sollumz now supports native binary formats import and export. This means you can now work with Legacy (Gen8) and Enhanced (Gen9) binary assets directly, making the workflow smoother and more straightforward.
Check out their official announcement.
Blender 5.0 should now be fully compatible as well. This was a major update, so if you run into any issues, please let us know and report them. Sollumz continues to support Blender versions 4.0 through 4.5 too.
Highlights
Binary Formats Import/Export
A long-requested feature is finally here: direct import and export of GTAV’s native binary resource formats without requiring intermediate XML conversions. With this update, you can now work directly with .ybn, .ydr. .ydd, .yft, .yld and .ytyp files. This includes full support Legacy and Enhanced assets.
When exporting, you can choose which formats and game versions to target. For example, during development you can just export for the version you primarily work with, e.g. Legacy, then for release and final testing export to both Legacy and Enhanced simultaneously from the same .blend file. CodeWalker XML support is still and will remain available for those workflows that require it.
import_export.webm
All this is powered by PyMateria, the Python bindings for the new Materia library by Cfx.re. Upon installation of Sollumz, you will be prompted to install the new dependencies. PyMateria is an optional dependency and currently only available on Windows. If you are on a different platform, you won't be able to access the new functionality provided by PyMateria but Sollumz will continue working as it did before.
For Developers
Developers interested on trying PyMateria can install it with:
pip install --index-url https://static.cfx.re/whl/ pymateriaImportant: before using PyMateria, please make sure to read and understand the PyMateria License Agreement.
We also have a new library, szio. Independent from Blender, provides an unified interface for working with game files in any format, binary or CW XML. This is what Sollumz now uses for its import and export functionality. Can be installed with:
pip install szio
Automatic Vehicle Windows Shattermap Generation
Creating shattermaps for vehicle windows has always been a tedious process. This update introduces automatic shattermap generation on export, with the same quality as the shattermaps found on vanilla vehicles. Note that this requires PyMateria to be installed.
To use this functionality, make sure you setup your vehicle models correctly:
- Set window meshes to use
VEHICLE VEHGLASSshader. - Set the associated collisions to use one of the
CAR GLASSmaterials.CAR GLASS BULLETPROOFwill make it undestructible. - On the mesh, the blue channel of color attribute
Color 1allows you to define the exposed edges of the window (those without a frame around them). These edges will break cleanly without leaving a border of broken glass.
The old workflow with manual shattermaps is still available so your existing projects will work as they did before, but we recommend switching to the automatic generation. If you want to keep the manual shattermaps when importing a vehicle, you can enable the new import setting Import Window Shattermaps.
This example shows the new Preview Windows button which lets you inspect the generated shattermaps. This allows you to verify that your vehicle windows are setup correctly without going in-game.
preview_windows.webm
Vertex Paint Tools
This release also brings new tools available in vertex paint mode. You can find them in the new "Vertex Paint" side panel.
- Isolate Channel. View and paint specific color channels, including the alpha channel.
- Multi-Object Vertex Paint. Paint multiple objects at the same time.
- Transfer Channels. Copy channels between color attributes.
- Palette Picker. Used along with tint shaders, works like a color picker that sets the correct brush color for the column you select from a palette texture in an Image Editor.
- Gradient. Paints a gradient between two points.
- Terrain Painter. The old Terrain Painter panel has been moved here.
vertex_paint_isolate_multi.webm
vertex_paint_gradient.webm
vertex_paint_palette.webm
Most of these functions are also available through a new vertex paint pie menu. The default keybind is Shift+T.
Name Tables
Sollumz can now load name tables and will attempt to resolve hashed names when importing assets. With proper name tables (shared by the community or your own), this will reduce the amount of hash_1234ABCD names you find after importing assets. This is particularly important when importing binary drawable dictionary .ydd files.
You can configure which name table files to load under Preferences > General. Simply add your .txt or .nametable files to the list:
Changelog
Features
- Support direct import/export of binary resource formats, including Legacy (Gen8) and Enhanced (Gen9) assets.
- This functionality depends on PyMateria which is only available on Windows at the moment.
- Note: YMAP and YCD files still require CodeWalker XML.
- (yft) Add automatic vehicle windows shattermaps generation on export. (#913)
- Requires PyMateria.
- Added a 'Preview Windows' button in the
Fragment > Vehicle Toolspanel to inspect generated shattermaps. - Existing workflow with manual shattermaps is still supported but is no longer recommended.
- Support name tables to resolve hashes in imported files. The list of name table files to load can be configured in the preferences.
- (ytyp) Add 'Selection Sync Enabled by Default' setting to preferences. (a1d978a)
- (ui) Display Sollumz version in status bar. Can be toggled in the preferences. (4c06e53)
- (ui) Add room name dropdown next to 'Room ID' collision material property. (4d54111)
- (ui) Allow non-sollumz material conversion from material properties. (#1110, 10d4dcc) [@DoluTattoo]
- Remove old "Debug" panel. (9694ac9)
- (ui) Add name dropdown next to 'Procedural ID' collision material property. (78653a2)
- Vertex Paint tools:
- (vertex_paint) Isolate channels and paint gradient tools. (df9d72a)
- (vertex_paint) Transfer color channels tool. (62a6e10)
- (vertex_paint) Multi-object vertex paint tool. (5789a96)
- (vertex_paint) Add tint palette color picker (#1123). (#1123, 26cdda6, de27772) [@El-Extraterrestre]
- (shader) Tint geonodes work with isolated blue channel of color attribute. (aa82ae2)
- (multiselect) Add "Invert" selection button to collections context menus. (c016bb0)
Bug Fixes
- (ydr) 'Update tinted shaders' button not updating attribute name in shader nodes. (#1106, d1be84c)
- (yft) Allow importing damaged fragments with missing damaged physics archetype. (#1047, 2c468c2)
- Missing properties in unregister. (685ee5a)
- (ytyp) Update MLO gizmos instantly on item selection. (68c7974)
- (ytyp) Error on selection sync with an empty scene. (5096a9f)
- (yld) Reduce normals artifacts on ped cloths. (#1092, e836fa6)
- (ytyp) Selection sync blocks YTYP list. (#1112, 93b5f7b)
- (ydr) Allow any mesh to use the 'Rename by Order'/'Add Missing' buttons instead of only Drawable Models. (9758ea3)
- (ybn) Inverted faces in bound capsule mesh. (4c747e0)
- (ytyp) Limit time properites to 0-24h range for SpawnPoint extension (#1115). (#1115, 1bd74a3) [@cpmodding]
- (ytyp) Use MLO name instead of asset name for collections created on import. (779c543)
- (ydr) Import of
ped_decal_expshaders in gen9 assets. (bff0d43) - (vertex_paint) Handle unified and per-brush settings. (8e05055)
- *(yft)...
Sollumz 2.7.2
Minor update with some quality-of-life improvements and bug fixes.
Changelog
Features
- (ytyp) Two-way selection sync for archetypes/MLO entities. (c40b507)
selection-sync.mp4
- (ytyp) Gizmos for MLO timecycle modifiers. (cad09e3)
tcm-gizmos.mp4
Bug Fixes
- (ydr) Unassigned textures in materials exported as "None". (#1090, d168e2f)
- (yld) Temporary skeleton getting exported to XML. (3be1004)
- (yld) Corrupted meshes when importing ped cloths with extra edges. (f4ed859)
- Terrain painter tools broken in Blender 4.4. Now these tools change the color of the current brush instead of creating a new brush. (1a90f04)
- (ytyp) Allow negative values in "Door Target Ratio" from door extension. (2182cca)
- (ydr) Show warning about unknown vertex groups instead of a misleading "unweighted vertices" message. (ff5ccb2)
- Compatibility fixes with Blender 4.5 Beta (aa246f4, b2dccaa)
- (ymap) Error during entity instancing on YDD models. (c62ebc9)
Other Changes
Support Sollumz
If you have found Sollumz useful, please consider supporting its development through:
Sollumz 2.7.1
Hotfix to address a regression where vehicles lost glass shattermaps and wheel LODs on export. See v2.7.0 for full release notes.
Changelog
Bug Fixes
- (yft) Missing vehicle glass shattermaps and wheel LODs on export. (#1087, fc7a71d)
- (yft) Show 'Has Cloth' flag on bone fragment physics properties again. (315fcba)
- (ytyp) Error if no selected vertices in extension update operators. (23fc370)
Other Changes
- (prefs) Add theme settings for MLO portals direction arrows. (c5a614b)
Support Sollumz
If you have found Sollumz useful, please consider supporting its development through:
Sollumz 2.7.0
Highlights
Cloth Support
Import and export of cloth simulation assets is now supported. This includes cloth embedded in vehicle and prop fragments (YFT) as well as character cloth (YLD).
For character cloth, the YLD file is automatically imported or exported together with the corresponding ped drawable dictionary (YDD) file.
A new 'Cloth Tools' panel provides various utilities to configure and visualize cloth-specific attributes and diagnose potential setup issues.
Multi-Selection Support in Archetypes/MLO UI
The item lists in the Archetypes and MLO UI panels now support multi-selection. When multiple items are selected, changes to properties will apply to all selected items simultaneously. Properties that cannot be edited across multiple items will be shown as disabled (greyed out).
Multi-selection follows standard list controls:
- Shift + Click: Extends the selection range.
- Ctrl + Click: Toggles selection of individual items.
Additionally, new buttons have been added next to the lists to select all items with a single click, taking into account the current filter.
multiselection.mp4
Improved Vehicle Shader Preview
You can now preview vehicle shaders more accurately within Blender, including dirt level, paint colors, and lighting (on/off states).
vehicle-shader-preview.mp4
Changelog
Features
- Support cloth simulation assets. (#763, 7488769)
- (ytyp) Support multiselection in archetype/MLO lists (#1064). (#1064, c351a72)
- (shader) Vehicle preview for dirt, colors and light emissives. (#1010, #999, af59d54)
- (ydr/ui) Add a button to material tab to update tint shader modifier (#1072). (#1072, 531d429) [@tiwabs]
- (ytyp) Add default values for flags in preferences (#1074). (#1074, d0f00b8) [@tiwabs]
- (ydr) Support freemode head model export with "Mesh Domain" export setting. (#646, d833c87)
- (ui) Redesign preferences UI. (4bbc747)
- Add preferences for MLO gizmos colors. (4bbc747)
Bug Fixes
- (ybn) Centroid calculation hangs during export. (a3d66ba)
- (shader) Use shader preset name instead of fxc name as material name. (60a3163)
- (ydr) Models attached to bones misplaced when imported to asset library. (#1044, 15307b4)
- (ydr) Correct models origin when imported to asset library. (d4152e7)
- (ui) Fix visibility pie menu missing LOD options. (c8a5e65)
- (shader) Set decals render method to 'Blended'. (cc486c4)
- (ui) Fix minor incompatibility with Blender 4.0. (b69e43f)
- (ydr) Fix crash when generating LODs in Edit mode. (42b8735)
- (ydr) Fix "Generate LODs" only decimating selected vertices. (5e1df0e)
- (ytyp) Incorrect type of SpawnPointOverrideProperties.time_till_ped_leaves. (c9e029d)
- (ymap) Incorrect entities extents calculation. (38dd672)
- (ydd) Fix incorrect drawables order when names are hashed. (0af4434)
- (ydrexport) Emit warning when duplicate material is found in list (#1062). (#1062, 66760d0) [@niekschoemaker]
- (ybn) BVH meshes cutting off on CW import. (3deba2a)
- (ydr) Correct handling of non-color data colorspace. (fdd9e4b)
- (ytyp) Name search not working on entities and portals lists. (#1066, 3bdd064)
- (shader) Light IDs affecting vehicle shader alpha rendering. (0192430)
- (ytyp) Export MLO entity transforms relative to collisions object. (6b309e5)
- (yft) Wheel mesh duplication on export. (#1067, 25f293a)
- Possible crash with "Import To Asset Library". (82382e9)
- (shader) Handle error when converting materials (#1076). (#1076, ad1a49f) [@ook3D]
- (ytyp) Handle error when object missing from view layer (#1081). (#1081, c1ceced) [@ook3D]
- (ui) In Edit mode disable LOD switching buttons in pie menu. (#1080, f5d1b00)
- (ui) Empty shader/collision materials lists after installation. (cffa2da)
- (ytyp) Unhandled errors in extension update operators (#1086). (#1086, 007014c) [@DarkWolf197]
Other Changes
- (ytyp) Altered default draw distance values (#1046). (#1046, 6822e83) [@cpmodding]
- Change default colors of vertex painter presets. (#5, #6, ad5a3cc)
- (shaders) Improve water shaders (#1075). (#1075, fbb8248) [@ook3D]
- (ydr) Refactor code duplication (#1083). (#1083, 90f12fc) [@DarkWolf197]
- (shader) Hide more shader parameters overwritten at runtime. (24ae6a4)
- (yft) Remove bone fragment physics flag 'Has Cloth'. (f6943fe)
Support Sollumz
If you have found Sollumz useful, please consider supporting its development through:
Sollumz 2.6.1
Minor update focusing on bug fixes.
Changelog
Bug Fixes
- (ydr,ybn) Ignore '_' and spaces when searching shaders and collision materials. (713bd58)
- (ytyp) Properly set fragment assets. (#1038, 70216f1) [@ook3D]
- (shader) Fix error when trying to rename color attributes by order. (782a080)
- (ydr) Fix error in capsule light gizmo when there is no active object. (ac105a8)
- (ybn) Fix model lights flickering/weird behavior in some cases. (77b7187)
- (ymap) Use correct property to store model occluder flags. (bedf412)
- (ybn) Evaluate collision meshes on export. (#1042, 8e54e52)
- (ydr, ybn) Free temporary export meshes after using them. (6d334c6)
Performance
Support Sollumz
If you have found Sollumz useful, please consider supporting its development through:
Sollumz 2.6.0
Highlights
Support Sollumz Development
Sollumz is made possible through the dedication of its developers and the support of its community. If you have found Sollumz useful for your projects and want to support its continued development of new features and improvements, please consider contributing.
You can support the development by donating through:
All supporters will receive a special role and gain access to an exclusive channel on our Discord.
Damaged Model Support
Fragments with damaged models can now be imported and exported. These fragments contain an additional drawable and bound composite that replace the main model when entering "damaged" state.
Favorites System for Shaders & Collision Materials
You can now mark specific entries in the shaders and collision materials lists as favorites. A new filter toggle lets you easily view only your favorites.
Changing Material Shader
Now, you can change the shader of a material while preserving its parameters and without the need to create a new material.
Changelog
Features
- (ydr) Tagging and filtering favorite shaders. (#990, bc0ac23)
- (ybn) Tagging and filtering favorite collision materials. (#992, 4648122)
- (ybn) Apply selected flag preset to created/converted bounds. (#1000, #1001, 93f25ef) [@Molicheu]
- (shader) Automatically rename or add missing UVs/color attributes when creating a shader. (fd7e425)
- (yft) Support damaged model fragments. (#489, 338cc7d)
- (shader) Add shader presets. (#787, #1027, f7104c5, db336a0) [@Flyken271]
- (ytyp) Select the linked object of an entity/archetype. (#1019, #946, 3b69dc5) [@ook3D]
- Add buttons to open presets XML files. (7b27b44)
- (shader) Support changing the shader of a material in-place. (9811f0e)
Bug Fixes
- (yft) Paint layer now backed by 'matDiffuseColor' parameter. (#997, 944c0a8)
- (shader) Incorrect render bucket for 'normal_spec_batch' shader. (1a30910)
- (ybn) Calculate inertia of composite bounds. (0b1f4ef)
- (ybn) Incorrect composite cg/centroid calculation. (2bd968a)
- (ytyp) Support 'swap while visible' flag on time archetypes. (#1013, db7cf64)
- (ycd) Rename action groups when retargeting to an armature. (7bc2a03)
- (yft) Override composite CG with physics LOD CG. (#1017, 3476795)
- (ybn) Hide 'shape' properties on certain bound geometry. (#1028, #1023, 8f60f39) [@Flyken271]
- (shader) Incorrect display of some tint palette pixels. (#1029, 8a6d87c)
- (shader) Broken cutout hard edges in Blender 4.2+. (#1002, 32e85a7)
- (ycd) Workaround for deformed ped legs during animation playback. (#1011, c433435)
- (ybn) Improve error handling during bounds export. (#962, 55d4e9c)
- (ycd) Improve error handling with empty actions. (#953, 9e651ac)
- (yft) Improve error handling when no physics children got exported. (14264c3)
- (yft) Calculate fragment flags (UnknownC4) on export. (e575827)
- (ybn) Prevent .ybn export with non-composite bounds. (272b98e)
- (shader) Fix import error when tints have too long palette texture names. (#1035, 79400f9)
- (ydr) Don't export textures/parameters not defined in shaders. (33b6f87)
- (ybn) Remove "split collision" tool. (38a62bc)
- Ensure edit bmeshes are properly freed after use. (#987, 3b32be9)
Other Changes
- (lods) Highlight current LOD in General > View panel buttons. (#995, 83a5762)
- (ybn) Use diffuse BSDF and set
diffuse_coloron collision materials. (124350d) - (ybn) Hide bound objects from render. (6bf4f98)
- (ymap) Set
diffuse_coloron occluder materials. (cd6459f) - (ytyp) Allow ytyp import with "Import CW XML" button and drag&drop. (42d0e68)
- (ydr) Add warning when exporting with missing UV maps/color attributes. (#952, ce707f4)
- (ytyp) Improve particle extension UI. (6c8772c)
- (ytyp) Improve explosion extension UI. (997f123)
- (ytyp) Show bone name instead of tag for particle/explosion/wind disturbance extensions. (6c8772c, 2b90802)
- (ytyp) Add icons for extension types. (966a852)
- (yft) Show name in "Selection Light ID" instead of just ID value. (ff49c29)
Performance
- (ymap) Improve occluders import times. (f7243e0)














