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PB-beta-v1.4.7

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@tabbzi tabbzi released this 08 Mar 07:50

What's Changed

Full Changelog: PB-beta-v1.4.6...PB-beta-v1.4.7

Features

Toyz LNZ Editing

LnzLive can now load and edit toyz LNZ as well as mouse (Petz) and bunny (Babyz) LNZ!

Most bugs will likely come from visual editing and modes. Toy LNZ especially tends to skip out on various LNZ sections that LnzLive expects. When in doubt, just add the section header (e.g., [Project Ball]) that you intend to modify. Please try to break it, and report back what you find isn't working!

For these alternative LNZ to work by default, you need to specify at the top of the LNZ which model and palette to load:

; MODEL: DOLL
; GAME: BABYZ
; (keep the above comments for LnzLive to auto-read correct model and palette)

All the examples show what is needed. If you don't know, then just select from the dropdowns below the text editor.

Variation Viewer

LnzLive will now parse variation blocks, which can then be selected and viewed from the Variation Viewer!

Most bugs will likely come from visual editing and modes when variations are active or a file has many variation blocks interspersed with non-variation base LNZ blocks. Please try to break it, and report back what you find isn't working!

Texture Editor

Edit texture BMPs within LnzLive! Save to update on model. Intended to make drafting BMPs for Petz and Babyz hexing easier.

For transparent BMPs, I recommend putting the target ball # under [No Texture Rotate] and setting the size in [Texture List] exactly as the BMP dimensions, e.g.,

[Texture List]
mynewtex.bmp 0 64 64

Then you set the texture file name in Texture Editor.

image

You can retrieve your final texture by clicking Open User Folder and navigating to the textures folder.

Includes Shader Settings (which is actually just what I am using for fixing shaders...) now under File menu. Allows textures to be static on ballz, rotate with camera, or have a set offset previewed. You can also turn off textures for flat colors.

PetzA-style quadrants also work, where you set the second field of [No Texture Rotate] to 1. See tutorials:

https://ratshack.neocities.org/text/petz/transparency/transparencyguide

and examples of what is possible!

https://ratshack.neocities.org/text/petz/transparency/transparencyshowoffs

Reference Images

There is a new settings under File called "Reference Image" that allows you to upload image files that can be displayed as the background and/or popup window while you hex. You can set these images to show in the background and/or as a popup, and whether they zoom with your current zoom level and relative scale. There is a quick toggle next to the eyelid icon.

Changes

  • Added function to Text Editor for editing selections of LNZ: "Set Delimiter" separates each column by the preferred delimiter in your User Settings and "Set Column in Selection" allows you to set all values in a specified column at once.
  • Disabled right-click Tools Menu options that rely on left-click (e.g., Create Addballz) when other modes active to guard against competing functions. Functionality for creating addballz (+linez) in Move Mode is planned.
  • Enabled subfolders for LNZ management in the File Tree. Right-click to create new folders or move LNZ files to folders. Selecting LNZ files and then creating new folder moves those files to the new folder automatically.
  • Added export and import of JSON files for Auto Paintballer and Paintball Mode settings and designs.
  • The Text Editor will now display names of both ballz involved in [Project Ball] and [Linez] entries, and warn in red when the linez limit has been reached for either ballz involved (32 linez) or all linez (256 max).
  • User LNZ files in the File Tree can now be sorted alphabetically (A to Z) or by last modified (newest).
  • Values now show in Design tab of Paintball Mode, colors reflect palette colors, and total diameter is now a separate setting.
  • Interpolate colors in Paintball Mode by setting number of colors to fill between current listed colors, generate color lists based on color theory, and new tab for Advanced settings including spawning random walks of paintballz off placed points or drawn paths.
  • The Auto Paintballer "Surprise!" function now also generates color lists using color theory, so these should have nicer results.
  • Both Paintball Mode and Auto Paintballer now show color icon previews as colors are added to the list.
  • The key for cycling through nearby ballz has changed from TAB to N due to issues with Godot focus.
  • Updated option menu and tools menu for better popup/dropdown handling.
  • Color Swap entries can now be added or removed instead of having a set number of swap entries.
  • Add User LNZ to Base LNZ section, which acts like Example LNZ, allowing you to start a hex off a custom base file.
  • Updates to Recolor Mode allowing better auto fill and color randomization.
  • Line Mode now has a toggle to turn on Polygon Mode, where you can instead click 4 ballz to make polygonz.

Fixes

  • #28 Mirrored rendering and fixed axis helper so that left and right sides of models should now be consistent with in-game view.
  • #164 Textures using color index 0 through 9 (e.g., wizard.bmp) at argument 1 now slightly more accurate to in-game graphics. Also fixed textureable range for Babyz (10-223) which is different from Petz (10-149).
  • #133 Now parses and renders full outline and draw order fields from [Linez]
  • #158 Addballz with add group defined or non 0 now considered "Special Ballz" for visibility toggling under Render. Now includes tears in Babyz without a hard-coded range.
  • #159 Tab to select now functions for selecting start/end ballz in Line Mode.
  • #160 Addballz with anchor ball defined or non -1 now inherit anchor ball size, so size operates like size difference (+/- relative to anchor base ball size) (92d0929).
  • #166 Textures now offset according to camera rotation which is similar to in-game (but still not 1:1) (daff283).
  • #167 Hacky way to deal with poorly indexed furfiles that contain green, red, or blue for recoloring by treating colors 1, 2, and 4, as 89, 139, and 149 (f10e08d).
  • #168 Cursor offset issue should be resolved when viewport resizes (ed30091).
  • Fixed copy-mirror bug where comment lines and omitted addballz would interfere with indexing.
  • Plugged up memory leaks by reducing orphan nodes (set history stack and data classes as Reference nodes, capped Paint Mode and Move mode history actions, preloaded base palettes only once, and hid preview ball when Preset Mode not open).
  • Reduced redundancy in PetViewContainer script and LnzTextEdit script using LnzLiveUtils for reused coordinate and scale conversion math.
  • Reorganized PetViewContainer script and LnzTextEdit script functions into sections.
  • Refactored Tools Menu script to be less of a headache for adding new buttons to index.
  • Fixed bug where addballz of size < 4 did not show.
  • Fixed bug where dense paintballz would x-ray through other ballz, though can cause some flickering when tons of paintballz are many layered atop one another...
  • Guarded against preview animation button causing freeze.
  • Fixed coordinate drift in Move Mode batch operations caused by LNZ scale conversions.
  • Custom eyes/irises from [Eyes] now supported.
  • Resolved issues with paintballz layering when previewed.
  • Major revamp to texture and color index handling. More true to game now!

Web Export

The web version of LnzLive Petz & Babyz at https://tabbzi.itch.io/lnzlive has been updated to the v1.4.7 preview. If major issues are reported, then I will revert back to the v1.4.6 web version.

Feedback and Development

Lnzlive is under active development. See LnzLive Project Tracker for all features and bugs planned for future versions, especially if you are interested in contributing to the project. Feel free to report any bugs you encounter or features you'd like to see, either directly under Issues or in the Discussion associated with this version. The executable has debug enabled, so if you encounter a bug, try to also screenshot both windows, as this would help a lot in resolving the issue. Thank you!