Releases: karlsonmodding/KarlsonMapEditor
Release list
v5.0.0
KME v5.0.0
A lot of time has passed since I last did something Karlson-related, so.... we got this.
The main takeaway from this change log is that the workshop now uses mod.io, but i'll detail all the other small little changes below.
The new workshop will work mostly like the old one. The Discord account you link with the Loadson app will be used to automatically create a mod.io account (read their T&C here). Please note that you must have a mod.io account to interact with the workshop (including downloading maps).
KME Engine changes
The KME level player has been split into a separate assembly to allow it to be used in future releases of KarlsonMP (full KME support on KMP!!!!11!!11!)
Editor changes
I've manually merged some changes from this closed pr (thanks Snazz!) and some other things which include:
- Light objects now have a visual representation and can be middle clicked
- Text objects can now be middle clicked, and their scale grid-aligns to powers of 2
- Move gizmo now locks to the object's rotation, but you can align it with the global grid by holding
ALT - The player spawn bean now has a visor so you can see its direction
- The sun enable checkbox has been removed (you can set sun intensity to 0 if you wish to disable it)
- The map object browser has been drastically improved and made more compact
- Upload to workshop dialog now also includes a thumbnail preview (and the gizmo no longer shows up in the picture)
- The overlay in the bottom left corner has been removed (since it was kinda useless)
- Some other small changes to various GUI rendering routines
I still can't thank Snazz enough for their effort towards this project and drastically improving the KME experience.
Note that you need to be on Loadson 2.2.x or greater in order for this mod to work
v4.1.1
v4.1
Release v4.1
New object types, Improved Stability
Text Display
You can now create in-world text displays to render text in the level environment. Text does not have collision.
This is much more data efficient than using images.
Lights
You can now use lights to better control the look of your levels.
There are two variants:
- Point Light (shines out radially in a sphere)
- Spot Light (shines out in a cone)
Bug Fixes
- objects were shaded black on some platforms when glossy reflections was enabled
- normal height was not being saved
- picker color was set when selecting objects
- float fields were annoying and didn't have precision below 0.01
- gizmo would turn completely black when there was no light
- sun angle didn't re-bake reflections when modified
- enemies didn't spawn in level player
- enemy path-finding was broken
- glass particles weren't spawning at the correct position
Release v4.0
Important Note
you will need to use the .klmi file to install this update. It has dependencies that were not present in v3.x
Material Editor
Instead of choosing colors and textures, you can now edit the whole material, this includes
- normal maps and normal scale
- glossiness / smoothness + maps
- metallic + maps
- texture scaling and offset
- specular highlights
- environment reflections
Geometry Shapes
Expanded the palette of available geometry that can be used
- Cube
- Sphere
- Cylinder
- Plane
- Square Pyramid
- Triangular Prism
- Quarter Square Pyramid
- Quarter Pipe
Skybox and Environment control
You can now choose a type of skybox
- Default Skybox
- Six Sided Skybox (each side can be set with an image texture)
- Procedural Skybox
In addition, you can now set up a global directional light. If this is enabled with the procedural skybox, it will create a sun in the sky.
Better Grid Snapping
Grid snapping is now controlled by a toggle.
When it is enabled, geometry will be scaled to the nearest unit, snapped to the nearest 0.5 units, and rotated to the nearest 15 degrees.
If a piece of geometry is rotated, it will snap to align with other pieces of geometry at that same rotation if they share an origin position.
Bug Fixes
- fixed the lag when reloading large levels
- fixed glass and lava hit box mismatch with visual
- removed random lights in levels
Other Changes
- you can now set the normalized UV scale of objects, or disable it (previously it was always 10 units).
- removed disable trigger as non-glass objects can now be transparent
- added a container group when you spawn in milk so it doesn't have weird grid snapping as it rotates
- changed the save format to use a protocol buffer
Credits
Huge thanks to Snazz for his effort (for making the whole thing lol) (and also for writing these release notes)
Release v3.1
v3
KME now supports scripting your levels
Using automataV2, you can do A LOT with your levels. Check out the wiki for it
For scripting with automataV2, i strongly recommend you use Visual Studio Code, alongside the extension i made for the language.
Other small changes and fixes
- GameObjects now hold their desired name at playtime.
- Glass collider is fixed also on non-trigger mode instances.
- Glass particles now spawn relative to it's size.
- Glass particles velocity lowered (56 -> 0.5).
.kme leveltext of level browser is now centered.
v2.3
v2.2
v2.1
2.0
default level version 2 -> 3
massive revamp of the editing system
- huge architecture change
- fixed windows oob right click bug
- re-made export to kmp
- got rid of junk code
- gizmo works as expected
- kmp export now truncates exported data, to reveal less about original level