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0.3.0
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5506 commits
to master
since this release
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Faster text, map and model viewers, opening files by path, selecting multiple files in the package viewer, and entity models and sprites in maps.
Decompiler
- Added
--gltf_textures_adapt- perform any glTF spec adaptations on textures (e.g. split metallic map) - Fixed output files being dumped to disk root when input path did not end with a slash
GUI
- Improved performance of text views by disabling word wrapping
- Improved performance of map and model viewer
- Added support for opening files directly inside of a vpk file by providing a path as an argument to VRF.exe, for example
vpk:pak01_dir.vpk:file/inside.vmdl_c - Added memory mapped file support when reading package file to reduce memory usage
- Added support for selecting multiple files in the package viewer
- Added support for aggregate scene objects in map viewer
- Added a checkbox to hide tools materials in map viewer
- Added basic rendering of entity models and sprites similar to Hammer
- Added automatic folder discovery when folders contain
addoninfo.txtor.addonfiles - Opening files inside of game addons folders will now automatically discover folders to load files (by looking for addoninfo.txt)
- Added export and decompile items to tab context menu (this replaces the Export menu)
- Exporting (and decompiling) a folder now attempts to deduplicate files, for example when a model exports, it won't export mesh and animation files separately
- Animated models now calculate their bounding box dynamically, they should no longer disappear out of view in map viewer
- Animation scrubber now pauses while dragging it
- Fixed FPS counter to correctly count frames
- Fixed binary blobs in
PhysSceneNode - Fixed loading skyboxes in Half-Life: Alyx maps
- Fixed model viewer having issues with skeletons when the are multiple meshes
- Fixed export dialog cancel button not actually cancelling the export
- Fixed particles never decaying
- Use Cascadia Mono font when available
Library
- Improved animation handling
- Implemented
CCompressedDeltaVector3andCCompressedStaticVector3 - Implemented bone scaling
- Decode frames on demand to reduce memory usage
- Bones are now remapped to a model
- Implemented
- Improved glTF exporting
- Improved performance and file sizes
- Reuse animations, skeletons, models, and meshes whenever possible
- Decompiling a folder will now use glTF exporter
- Generate PBR texture that glTF can understand
- Embedded meshes now have names
- Vertex buffers are no longer duplicated per draw call
- Added morph position data
- Only well known vertex accessors are output now
- Fixed some bugs
- Improved material and texture extraction
- Sprite textures will now export into individual frames
- Materials will now produce a vmat file and individual textures
- Added support for sound phoneme reading
- Added support for post processing file reading
- Added support for newer shader file versions
MeshandMorphare now resource data types- Fixed lz4 ring decoder frame size in binary kv3
- Fixed heap corruption after decompressing zstd binary kv3
- Fixed NTRO Color type
- Fixed
CBlockDecompress::FastDecompressimplementation - Use native
Halftype
Thanks to @danggui1995 @kristiker @litianxing @moofMonkey @Nibuja05 @Perryvw @xPaw @Ameno-Sagiri @DenK302 @hrimthurs @lewa-j @NanoNM