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D4AssetBrowser_v2.2.8

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@trappuss trappuss released this 09 Aug 21:42
· 168 commits to main since this release
b0c6406

v2.2.8

Fixed

  • "Bake surface detail into normal / roughness maps" did nothing outside the Wardrobe. The setting was read in one place, so Models, Stable and Bulk Extract exports ignored it and wrote smooth base normals.
  • Where it did apply, detail baking silently did nothing on some materials. A rescaled roughness map came back in a different pixel format, so metalness was read from the wrong colour channel — every texel looked metallic, which on leather and fabric switched the effect off entirely.
  • Encrypted materials had no surface detail at all, in the viewport or in exports. Their detail maps were looked up by texture name, which an encrypted texture does not have.
  • Cancel in Settings kept seven changes. Loose textures, GIF dither, both GIF physics steps, catalogue frames, catalogue only-new and Models base-colour-only were missing from the revert list, which is now derived rather than hand-written.
  • The Settings tab bar read "eneral" and "Experim". Nine pages overflowed the strip and every label was shortened to fit; the dialog now opens wide enough for all of them.
  • Bulk Extract's raw buffers and name-matched textures ignored the output layout. Both always wrote to the top of the output folder while the models themselves were correctly split by class or type.
  • The run report listed every successful item as missing. It only looked for the extraction ledger at the top of the output folder, and any layout other than Flat writes one per subfolder.
  • Six viewport panel headings lost their ampersand, showing "Scene shadows" and "Geometry debug" across Models, Stable and Wardrobe.
  • Three silent drops now say so. The stable index skipped mounts, barding, trophies and pets whose appearance would not resolve, equipping a theme skipped pieces missing from the archive, and a Stable raw-sources export skipped materials it could not name — all without a word.

Added

  • Subfolders by Model — one folder per model, holding its .glb, textures, raw sources and buffers together.
  • The output layout now applies to the Models tab's own exports (multi-select, context menu, export all), not only Bulk Extract, and is settable from Settings ▸ Export ▸ Models.
  • Decoded textures are reused for the length of an export run instead of being re-read and re-decoded once per model and once per material slot.
  • Export notifications name the file's axis convention, unit scale and normal handling.
  • Settings ▸ Information is now sub-tabbed, with a table comparing the three loose-texture options side by side.

Changed

  • Bulk Extract's Buffers, Write report and Loose textures checkboxes moved to Settings ▸ Export ▸ Wardrobe, Catalogue & Bulk. They persisted the moment you ticked them, so they were preferences sitting under a "This run:" label.
  • Raw source files go to one shared deps folder per output folder instead of a <name>_deps folder per model, so a texture ten models reference is stored once. Stable exports follow the same rule.