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TextureCraft v0.3.0

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@github-actions github-actions released this 03 Nov 00:45

What's Changed

  • Retry macOS stapling and validation by @dylanmtaylor in #36
  • New README showcase renders: storm lantern and rangefinder camera by @bflatastic in #37
  • Camera render: brassing only on edges and corners by @bflatastic in #38
  • Show a portable TV in the README screenshots by @bflatastic in #48
  • Fix layer rename focus trap and restore Undo (#39) by @test-bit-sys in #42
  • Control channel: harden the token file and the app's control server by @Agapenordev in #43
  • Bump zip from 2.4.2 to 9.0.5 by @dependabot[bot] in #12
  • Wireframes show the mesh's polygons, not their triangles by @bflatastic in #53
  • Layer rows: the empty mask slot adds a mask by @bflatastic in #59
  • Add complete Arabic (ar) UI localization by @test-bit-sys in #47
  • Text: any installed font as a brush alpha or a decal by @bflatastic in #67
  • Start window: new, open or a recent project at launch by @bflatastic in #68
  • Brushes: 18 brush presets in the shelf, and your own by @bflatastic in #70
  • Docs: roadmap estimate after text, brush presets and the start window by @bflatastic in #78
  • Docs: command_run also allows file.removeUnused by @bflatastic in #80
  • display.set: refuse unknown environment names by @bflatastic in #82
  • USD export: the primvar reader's varname is a string by @bflatastic in #83
  • CLI: --automation-read-root / --automation-write-root for mcp and serve by @bflatastic in #84
  • CLI: say that new --sample bakes its mesh maps at up to 1024 px by @bflatastic in #87
  • Decals: an up parameter, and an upright rule that never degenerates by @bflatastic in #88
  • Projects keep the names of a mesh's unnamed parts on reopen by @bflatastic in #91
  • Viewport: show the baked normal map by @bflatastic in #92
  • Effect sliders apply what they were dragged or clicked to by @bflatastic in #95
  • Material channels: Alt+click keeps one channel by @bflatastic in #96
  • Texture Set List: show all, hide all, invert, and focus on one set by @bflatastic in #98
  • Docs: roadmap after today's fixes by @bflatastic in #99
  • Layers: Ctrl+C, Ctrl+X and Ctrl+V copy, cut and paste a layer by @bflatastic in #102
  • Ask to save unsaved changes when the app closes by @bflatastic in #103
  • Color picker: keep the popup in place while the color changes by @bflatastic in #104
  • Materials: twill for denim and carbon fiber, a pile for velvet by @bflatastic in #107
  • Viewport: no ghost edges in the subsurface blur by @bflatastic in #109
  • Ask to save before opening, starting or closing another project by @bflatastic in #110
  • Polygon fill: UV island mode follows the UVs across split vertices by @bflatastic in #111
  • Docs: roadmap after the issue fixes by @bflatastic in #112
  • Web: ask to save before replacing the project or closing the tab by @bflatastic in #115
  • Color picker: our own picker with a copy icon from the icon set by @bflatastic in #117
  • Levels: a histogram of what the effect reads by @bflatastic in #114
  • Materials: platinum, zinc, cobalt, bark, sand, mud, ice, snow and bone by @bflatastic in #119
  • Filters: histogram scan, range and shift by @bflatastic in #118
  • Docs: roadmap after the levels histogram, web save prompt, filters and materials by @bflatastic in #120
  • Histogram Scan: full contrast is a threshold by @bflatastic in #121
  • Bake: thickness max occluder distance defaults to 0.1 by @Rebornim in #79
  • Mesh maps: use an image instead of a bake by @bflatastic in #124
  • Effects: drag to reorder, duplicate by @bflatastic in #122
  • Brush: Ctrl+drag sets size, hardness, flow and angle by @bflatastic in #125
  • History: click a step to return to it by @bflatastic in #126
  • feat(export): MaterialX (.mtlx) OpenPBR material per texture set by @SteamSmith in #50
  • feat(export): choose the colour space of exported colour maps by @SteamSmith in #81
  • Effects: copy, cut and paste between layers by @bflatastic in #128
  • Paint through a selected filter instead of refusing the stroke by @Agapenordev in #56
  • Never crash importing meshes with many materials by @Agapenordev in #55
  • feat(app): support multi-GPU selection and discrete adapter preference (#49) by @kk376 in #58
  • feat(import): MaterialX (.mtlx) material import as a fill layer by @SteamSmith in #75
  • feat(bake): Auto-rebake keeps one mesh map up to date by @SteamSmith in #69
  • cli: support builtin: in info command by @test-bit-sys in #77
  • Effect paste: keep the active target, offer it on any row by @bflatastic in #129
  • Docs: roadmap after effect reorder and clipboard, mesh map images, Ctrl+drag brush, the History panel and outside contributions by @bflatastic in #130
  • Startup: say why when the app cannot start or has to close by @bflatastic in #138
  • Fill layers: put an image on any channel by @bflatastic in #137
  • Settings: a data folder on any drive by @bflatastic in #139
  • MaterialCraft materials: .mcmat fills with live graph inputs by @bflatastic in #131
  • Texture Set Settings: the project's normal map format by @bflatastic in #141
  • Follow-ups for MaterialX export/import, Auto-rebake and colour space by @SteamSmith in #135
  • Make paths non-destructive with path sublayers (#113) by @justinjohn0306 in #133
  • Fill projection: UV rotation and offset, sharpness, axis and offset by @bflatastic in #143
  • Export: record the chosen colour space in the files by @SteamSmith in #136
  • feat(bake): skew correction for high-poly transfer rays by @SteamSmith in #60
  • Auto-rebake: a changed skew map rebakes the map by @SteamSmith in #132
  • Effect and fill sliders apply live while dragged, as one undo step by @bflatastic in #146
  • Fill normal images can be marked DirectX by @bflatastic in #152
  • Slider number fields keep what is typed and change nothing when left unchanged by @bflatastic in #150
  • OBJ export writes an MTL material library with each material's maps by @bflatastic in #154
  • UV-tiled sets take mesh maps from one image per tile by @bflatastic in #155
  • OBJ export follow-ups: companions named after the OBJ, implicit material, case-insensitive ids by @bflatastic in #157
  • Pen pressure thins strokes in the 2D view too by @bflatastic in #167
  • Filter radii and height slopes follow each UV tile's own resolution by @bflatastic in #168
  • OBJ exports whose names sanitize alike keep their own MTL and maps by @bflatastic in #169
  • Nine more procedural materials by @bflatastic in #170
  • Make zip entry names unique when saving bake meshes and resources by @Silvertree2010 in #144
  • Fix export failing for file names with a max-length stem by @Silvertree2010 in #151
  • Fix PLY import when face element precedes vertex element by @Silvertree2010 in #163
  • Keep OBJ and MTL header comments on one line by @Silvertree2010 in #164

New Contributors

Full Changelog: v0.2.0...v0.3.0