Skip to content

Releases: deramscholzara/ForgePlus

HD Texture Plugins Support, Batching Improvements, and Bug Fixes

31 Aug 21:47
Compare
Choose a tag to compare

2022-08-31-0

  • Added basic plugin support - specifically only supports loading HD Texture XML/MML plugins. No support for glow maps yet, but that'll becomeing in thefuture.
  • Cleaned up batched object naming
  • Enabled support for exporting batched levels to FBX
  • Added an option for batching to delete the originals of merged lines and polygons after a level is merged.
  • Cleaned up the code for importing bitmaps.
  • Now disabling Garbage Collector during level load so that it doesn't eat into the load time.
  • Implemented Texture arrays and expanded options for batching.
  • Implemented a better blur technique for media shader.
  • Updated to Unity 2022.1.14f1
  • Fixed issue with layered sides not rendering transparency correctly (when the texture had non-1 alpha)

2020-09-14-0 - First public release

15 Sep 06:18
Compare
Choose a tag to compare

This is the first build release after making this repository public.

Here's the recorded change notes leading up to this point:

2020-09-14-0

  • Fixed issue where transparent full sides would not render as transparent.
  • Fixed some issues with adjacent platform sides.

2020-06-14-0

  • Added the ability to paint lights on surfaces (in Lights > Paint mode)
  • Probably fixed a bunch of other things, but this was part of such a major overhaul that I lost track.

2020-05-25-0

  • Fixed platform issues where auto-calculate and extends-pfhlor-to-ceiling weren't being utilized.
  • Fixed support for Rubicon high-res landscapes.
  • Added texture offset alignment for contiguous surfaces which share a bitmap with the dragged surface (while holding control).
    • In Texture > Edit Mode, if you hold control while beginning to drag on a surface, all contiguous surfaces with the same bitmap will also be aligned to the dragged surface.
  • Setting a landscape texture will now also set the surface to landscape transfer mode.
    • When setting a non-landscape texture, the surface will be set to "normal" transfter mode if it was in landscape, or left as-is otherwise.

2020-05-15-2

  • Builds that are not broken, I guess.

2020-05-15-0

  • Full + Transparent sides which have no opposing polygon now layer properly.
  • Made Load File browsers start at the directory of the loaded file (if one is loaded).
  • No longer locks up on startup when failing to load from the stored maps path.
  • Added Level saving - it saves out single, un-merged maps, just like Weland does.
  • Added texture-offset editing via Texture Mode when the Palette mode is set to "Edit".
    • Drag on surfaces to realign them.
    • Select a surface (normal click), then alt/option-click on another surface (must be a surface for a matching geometry type - polygon or side - but the particular surface on that type doesn't matter).
      • Sides must be adjacent.
    • Select a surface (normal click), then press arrow keys to nudge it in 128th world-units (class pixel units).
  • Added texture painting via Texture Mode when the Palette mode is set to "Paint".
    • Just click a surface to apply the selected texture swatch to it.
  • Added axis-lock and snapping functionality (only for Texture painting/editing at the moment)
    • Toggles at the bottom of the screen let you control these settings.
    • There are also hotkey and modifier keys (specified in the Inputs tab of the menu).
  • Unbroke loading when the level contains MapObjects with an index greater than 5 (standard Marathon only supports 6 types, from 0 to 5).

2020-04-26-0

  • Fixed issue when the Bitmap count in a Shapes file exceeds the Frames count (not sure how that's even possible).
    • This makes it so maps that use Poenix shapes will load properly.

2020-04-26-0

  • Load levels in time-chunks instead of data index chunks.
  • Fix sides not inspecting when they are not a control panel (particularly an issue when they specify a control panel type of -1)
  • Fix light phase math so it's more accurate and no longer crashes when both states have a period of 1.

2020-04-25-0

  • Simulation controls on Split platforms now affects the top and bottom parts simultaneously.
  • Corrected Media heights to use linear-space light values instead of gamma.
  • Now representing "Flags" as a list of disabled Toggles in the inspector panel.
  • Surface textures for Sides & Polygons are now inspected in Texture mode instead of Geometry mode.
  • Dragging from occupied to empty space (and releasing input) no longer deselects the current selection.
  • Made light functions behave closer to how they do in Aleph One.
    • Specifically, flicker now follows interpolation while flickering - instead of just flickering around a static target intensity.
  • Rearranged information in inspectors to put the more commonly useful info at the top, along with other layout cleanup.
    • Added an "Additional Details" foldout at the bottom of inspector groups for data of a more diagnostic nature - like geometry/object indices, etc.
  • Made media shader more crisp and look better when shallow. It also retains more of the original texture now.