Releases: deramscholzara/ForgePlus
Releases · deramscholzara/ForgePlus
HD Texture Plugins Support, Batching Improvements, and Bug Fixes
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
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).
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- 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.