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Releases: acentrist/MecchaCamouflage

v1.6.3

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@acentrist acentrist released this 22 Jul 11:35

What's Changed

  • Improved painting performance with Adaptive Brush Size and Color Compression by @KaitouJoker in #195
  • Improved painting compatibility and multiplayer behavior for the latest game update.
  • Simplified paint settings and updated the default paint regions.

Demo

https://youtu.be/MvLHceedgpI

New Contributors

Full Changelog: v1.6.2...v1.6.3

v1.6.2

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@acentrist acentrist released this 21 Jul 16:46

What's Changed

  • Restored Auto Paint compatibility with MECCHA CHAMELEON 2.9.0. Thanks to @ree9622 in #176
  • Fixed material rendering issues that could leave painted surfaces looking incorrectly emissive.
  • Added Emissive material controls for Paint and Fill, alongside Metallic and Roughness.
  • Improved Metallic, Roughness, and Emissive handling in Paint, Fill, Preview, and Unpreview.
  • Improved Auto Detect material behavior for Paint while keeping Fill material settings explicit.
  • Preserved paint jobs across Freecam pawn transitions.
  • Improved controller restarts and local launch reliability when reconnecting to an already-running game.
  • Updated runtime maintenance and release documentation.

New Contributors

Full Changelog: v1.6.1...v1.6.2

v1.6.1

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@github-actions github-actions released this 19 Jul 01:13

What's Changed

  • Added build-tolerant local replay routing: paint now avoids failing the whole job when local route verification fails.
  • Added independent two-pass brush configuration
  • Added Auto Adapt paint control (on by default), allowing users to keep manual pacing behavior when needed.
  • Improved local/remote pacing behavior:
    • Decoupled local paint visual-sync dispatch from auto adaptation decisions to reduce cross-lane stalls.
  • Updated fill strategy:
    • Fill now follows a fixed 100 texel source radius.
    • Fill scope is handled as all target mesh regions when any fill mode is active.
  • Updated packed wire radius behavior:
    • packed_wire_radius_scale is fixed to 1.0 in normal paint, with per-triangle UV/world-radius resolution.
  • Improved local texture application path with incremental updates and richer metadata, reducing render-thread workload compared to full re-import each batch.
  • Updated default paint settings and validation ranges, including expanded batch/pacing clamps and safer geometry reset behavior.

Full Changelog: v1.6.0...v1.6.1

v1.6.0

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@github-actions github-actions released this 12 Jul 05:34

What's Changed

  • Stabilized paint pacing, brush-pass transitions, and local queue completion.
  • Improved direct bridge startup, injection validation, and release packaging.
  • Added independent Brush 1 / Brush 2 settings.
  • Set Brush 1 default to 30, Brush 2 default to 10, and opacity default to 99%.

Known Limitations

Demo

Full Changelog

v1.6.0-beta.5...v1.6.0

v1.6.0-beta.5

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@github-actions github-actions released this 10 Jul 02:14

What's Changed

  • Fixed bridge setup issue.
  • Switched runtime bootstrap to the official Evergreen WebView2 approach.

Full Changelog

v1.6.0-beta.4...v1.6.0-beta.5

v1.6.0-beta.4

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@github-actions github-actions released this 07 Jul 00:50

What's Changed

  • fix(bridge): move IPC off Windows reserved port range by @RWolfyo in #105

New Contributors

Full Changelog: v1.6.0-beta.3...v1.6.0-beta.4

v1.6.0-beta.3

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@github-actions github-actions released this 06 Jul 11:14

v1.6.0-beta.3 is now released with improvements focused on stability.

This build includes:

  • Windows 10 compatibility
  • Bridge connection stability improvements
  • Runtime startup/repair reliability fixes
  • General runtime and UI bug fixes

This beta is still being actively verified. There may still be bugs, especially in multiplayer.

Please also check the multiplayer verification issue here:
#87

Full Changelog: v1.6.0-beta.2...v1.6.0-beta.3

v1.6.0-beta.2

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@github-actions github-actions released this 05 Jul 12:48

v1.6.0-beta.2 is now marked as a release instead of a pre-release, because it currently appears to be the best-working multiplayer paint build so far.

This beta includes major changes to multiplayer paint syncing and is still being actively verified. There may still be bugs, especially in multiplayer.

Please also check the multiplayer verification issue here:
#87

Full Changelog: v1.6.0-beta.1...v1.6.0-beta.2

v1.6.0-beta.1

v1.6.0-beta.1 Pre-release
Pre-release

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@github-actions github-actions released this 05 Jul 09:02

Full Changelog: v1.5.1...v1.6.0-beta.1

v1.5.1

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@github-actions github-actions released this 05 Jul 03:44

Changes since v1.5.0

  • Added configurable batch size settings, with safer defaults and limits.
  • Added adaptive batching, enabled by default. The app now reads game-side replication limits and adjusts the effective batch pacing automatically.
  • Switched paint sending to the compact server batch route when available.
  • Improved bridge startup behavior so injection can happen earlier after the game process is detected.
  • Added fallback handling for occupied bridge ports.
  • Improved paint progress display in the log panel, including batch, pacing/delay, queue, ETA, and elapsed time.
  • Fixed stale progress display after paint cancel, completion, preview, and unpreview.
  • Improved ETA calculation for adaptive and non-adaptive paint runs.
  • Added Copy Log support for the live progress line.
  • Added automatic UI language detection from the system language.
  • Improved translations and localization strings for the new batch/adaptive/progress labels.
  • Added tests for batch setting limits, language detection, and UI snapshot compatibility.

Thanks to @SilentJMA for the batch size UI, translation improvements, and auto-detect language contribution in #74.

Full Changelog: v1.5.0...v1.5.1