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v2.2.6
Fixed
Encrypted and newly-patched armour exported untextured. The export read its material list only from the metadata snapshot, which has no entry for those pieces — so the mesh came out perfect and completely bare. The viewport had been reading them from the game binary all along; only the export path hadn't.
Adding TACT keys unlocked nothing until something else changed. The key count wasn't part of the data fingerprint, so every cache that had recorded "this asset can't be decoded" stayed valid — the one action whose entire purpose is to unlock content was the one action that triggered no rebuild.
Body markings exported nothing at all — no masks, no icon. A marking isn't a mesh, and the code that noticed that also stopped looking; its two mask textures and swatch are now exported like anything else.
The Stable tab's mounts and pets never updated after a game patch. That cache validated on a magic number alone — no build id, no snapshot signature — so once written it was frozen for the life of the install. Same for the texture format/dimension cache.
Bulk-exporting from the Catalogue asked you to click OK after every bundle. Eight bundles meant eight dialogs, each stopping the run. It's one operation now, with one folder prompt and one summary.
"Export all available texframes" wrote nothing for recent shop art. It asked the icon index for each frame, which knows nothing about atlases it hasn't indexed — exactly the seasonal and collab art the option exists for.
The window paused and something flashed a few seconds after launch. Tabs you hadn't opened were being built in the background — which creates a 3D viewport and assembles a character on the UI thread. Now switchable (Settings ▸ Interface), and the log names the tab before it starts.
The window froze for up to 20 seconds after a game patch. A network fetch for the community icon database ran on the UI thread, with no dialog and no way to cancel.
A console window flashed on startup. The update check and download helpers run git and curl, and nothing suppressed the console Windows gives a console program.
Weapons had no hover info anywhere in the tool. The rule mapping an item to its appearance only knew the five armour slots, so weapons, mounts and trophies were skipped outright — no rarity, no flavour text, no "introduced in".
Weapons and mounts added since the snapshot got no icon — the same rule, in the pass that exists specifically to rescue brand-new content.
The icon audit couldn't see weapons at all, so its coverage figure counted only what it happened to check. It now checks 10,453 appearances instead of about 5,000.
Exports could finish silently. A run that resolved nothing, had no folder, or found the game storage closed logged nothing at all.
A snapshot swapped in place (not a git checkout) left every cache stale, because nothing in the fingerprint could see it.
Added
The Catalogue shows bundles the metadata snapshot has never heard of. It describes about 7,500 shop products; the game has 9,300. The missing ~1,800 are the encrypted and newly-patched ones — the Doom collab armour was absent for every class except Druid and Rogue purely because only those two shipped a description file. Read straight from the game's own files now, contents and artwork included.
Export all matching bundles — narrow with the funnel, then export the lot from the Export menu. One folder prompt, one folder per bundle, one summary.
Choose what a bundle export writes(Settings ▸ Export ▸ Catalogue export) — models, shop art, icons and manifest as separate toggles.
"Only new" skips bundles already exported, making a large export resumable. It compares against what the previous run recorded writing, so an art-only export followed by a full one isn't skipped.
"Sold in" is a link. Click a bundle name in a model's INFO panel to open it in the Catalogue; Alt+Left comes back.
Textures beside the model(Settings ▸ Export ▸ Model export) — each material's maps as PNGs in a textures\ folder next to the .glb. Adds to the model rather than changing it.
Health check reports snapshot coverage — how many shop products and items the game has versus how many the snapshot describes.
The asset-health audit reports iconless-but-renderable assets — pieces that decode perfectly and show as a blank row.