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v2.2.7
Fixed
308 weapons, mounts and trophies showed a blank icon. The fix for their icon binding shipped, but nothing in the metadata cache's signature could see that the rule had changed — so the old cache stayed valid and the new bindings never ran.
Armour exported with a whole untextured character attached. "Include base body for fit reference" appended base00, which is the class's fully-dressed default rig — hair, fur and effect meshes included — not a body.
Base-rig exports embedded every cutscene the body appears in.barM_base00 declares 758 clips; 378 are its own gameplay, emote and wardrobe set and 380 are IGC_ / Conv_ cutscene performances. "All of the model's animations" took both, with no way to ask for the playable set.
Animation exports wrote the same timestamps once per bone per channel. On a 318-bone rig that is 954 byte-identical arrays per clip, plus an accessor and a buffer view describing each. Channels of equal length now share one.
Bulk Extract's "Select all" queued only the first 5,000 matches. The list caps its display at 5,000 rows and the queue was built from rows, so a 12,000-match filter silently dropped 7,000 items.
Warlock shop products showed a blank class. The class-name table stopped at index 6 while every other table in the tool named index 7.
Exports embedded guessed animation clips, but only sometimes. Interactive exports read the animation list, which includes unconfirmed skeleton-similarity matches; batch exports of the same model didn't. Guesses are now excluded from both.
Bulk Extract's animation checkbox silently overwrote your export scope. Ticking it forced "all clips" every time, discarding a per-model choice made elsewhere.
Models tab copied the wrong part name. "Copy part file name" copied an internal placeholder rather than the material name shown in the outliner.
Two settings group titles ate their ampersand — "Caches & reset" drew as "Caches reset" with an underline, a stray mnemonic.
Added
Five independent animation sources(Settings ▸ Export ▸ Models) — Original (clips named in the model's own family), Cutscene & conversation, Previewed, Pulled, Base. The old "all of the model's animations" merged a model's own clips with inherited and cutscene ones, so "export this armour piece with no animation, because it has none of its own" couldn't be expressed.
Clip filters — a length cap and exclude-by-name patterns, applied across the sources. Eight of barM_base00's clips carry about a quarter of its animation payload against a 75-frame mean, and no source toggle can exclude them.
The export clip count is shown before you export — in the Export menu (Export animations only — 378 clips…) and in the panel header (ANIMATIONS · 758 (378 export)). The list shows everything reachable; only the second number follows the export scope.
Include base body(Settings ▸ Export ▸ Models) — the class's nude test999 body under exported armour, all four slots merged into one material you can delete in a single action.
Include base head — the head mesh alone, without the teeth, eyes, lashes and stubble that ship alongside it.
The ANIMATIONS panel bands by AnimSet — each set gets a stable colour, header and rows together, so a run of clips stays attached to its set after the header scrolls away. Gold (pulled) and cyan (unconfirmed) still take precedence.
27 built-in Bulk Extract presets — all customization and base appearance, plus appearance, armour and textures for each of the eight classes, and all weapons. Generated from the class table, so a new class gets its presets automatically.
| means OR in the name filter — barf_|barm_ _hlm|_trs matches (barF or barM) and (helm or torso).
File ▸ Index — every background index with its state (not started / live percentage / done), Index all for whatever is outstanding, Re-index everything to drop the caches, and a click on any row to rebuild just that one. The status bar carries the summary (Indexes 6/9), and an option runs Index all at startup.
Help ▸ Audit bulk presets — writes a match count and sample names for every built-in preset, so a preset that has quietly stopped matching anything is visible without extracting.
Changed
Settings reorganised. A new Interface tab takes the display options off General, which had grown to seven unrelated boxes; Export is split into Models, Images, Wardrobe & Catalogue and File names; long boxes are divided into labelled sections so an option no longer inherits the heading above it; update checking and the export notification get their own boxes; Diagnostics moves in beside Caches & reset.
Bulk Extract's duplicate export toggles are gone, replaced by an "Export settings…" button. Textures, animations and raw sources were second controls for the same settings, so a run followed whichever had been touched last.