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Releases: astrochili/defold-trenchfold

1.8

30 May 21:43
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Added

  • #1 Parse geometry directly from the .map file, no need to export .obj anymore. Special thanks to @dlannan 🥳🙏👍.
  • Textures that were not found will be replaced with a technical texture 🟪 to notice.

Fixed

  • No longer dependent on the assets/textures path and it's possible to place textures anywhere in the project.

BREAKING CHANGE

1.7.2

01 Apr 21:47
2d52299
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Fixed

1.7.1

12 Mar 12:40
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Changed

  • Starting from Defold 1.7.0 you can convert .map file in one pass with the Convert Map to Collection action. (But exporting the .obj is still required #1)

1.7

05 Mar 14:53
237ccc4
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1.7

Added

  • #12 Updated Defold GameConfig.cfg to work with latest Trenchbroom version 2024.1. @marlowesmonkey 🙏.
  • #9 Made all meshes and collision objects positioned relative to their game object. @ReanimatorXP 🙏.

Fixed

1.6.2

22 Jan 12:09
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Fixed

  • Fixed folders creation and cleaning problems when using cli.lua on Windows.

1.6.1

03 Oct 23:13
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Changed

  • For clarity, the extension now has a name - TrenchFold.

Added

  • Asserts in the cli.lua file explaining to the user about the two required arguments.

1.6

07 May 09:25
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1.6
  • #8 Fixed new line characters parsing on Windows (thanks to @ReanimatorXP)
  • Removed auto-converting propeties names from _color to color since the color picker was fixed in TrenchBroom.

1.5

18 Aug 20:51
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1.5
  • Added the textureN property to entities to allow set additional material textures.
  • Added script properties overriding with #component_id.property.
  • Added auto-converting the property name from _color to color.
  • Updated light entities to support defold-illumination.
  • Fixed minor bugs.

1.4

02 Aug 12:21
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1.4

Fixed all the Windows related bugs (I hope):

  • Fixed textures paths in *.mtl parsing.
  • Replaced shell script with powershell script in the Prepare Map Components Folders action.

1.3

27 Jul 07:46
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