Releases: kythyria/payday2-model-tool
Releases · kythyria/payday2-model-tool
v2.13.1
v2.13.0
v2.12.0
v2.11.0
Animation edition!
- Thanks to @connieprice there's now facilities for moving animations between models and Diesel's .animation format.
- The GLTF reader now understands GLTF animation to a limited degree.
- A new
<duplicate>
modelscript command can duplicate meshes, optionally changing the material names in the process.
Note that the GLTF reader only understands one animation influencing a given channel of a given object. The supported channels are position and rotation, with linear interpolation.
v2.9.2
This is primarily internal changes and bug fix.
SkinBones
objects can now be created by the<skin>
mscript element. This currently produces models that don't work, I don't know why.- It's possible to create a mscript file with a
<skin>
corresponding to skinning data in the current model using<dumpskin file="..."/>
. - Some revisions between this and the last tag regressed to the 1x scale factor when importing/exporting GLTF. This release is once-again compliant.
- The log output now includes the full paths of files, which might be clearer in some scenarios.
<object3d mode="add">
actually works now.
v2.9.1
This release is mostly internal changes, but there's one external change.
- Removed dependency on the obsolete Nexus library in favour of System.Numerics
- Fixed the layout of the Import and Export tabs to better tolerate variations in font metrics (this can happen on, eg, Chinese systems).
v2.9.0
This brings a lot of changes:
- Everything now works by generating a modelscript internally and executing it
- You can do more stuff in modelscripts (but it's not all documented yet)
- The GLTF importer now reads skinning badly rather than not at all
- And in the biggest step forward: You can now dump and export animations via a modelscript!
Granted, the animation stuff is fairly icky. But it's there.
v2.8.1
v2.8.0
Changes since last release:
- Importing now auto-guesses filetypes by their extension
- Modelscripts can import PatternUV files.
- CI builds always have the latest hashlist that existed at build time
- Exporting allows you to choose GLTF binary or text
- The command-line interface can import and export GLTF
- All normal vectors are normalised, and really bogus ones replaced with (1,0,0)
v2.7.0
- Hashlists are now read from a file exclusively
- Pull in Luffy's hashlist using a submodule rather than having our own in the repo
- Detailed version information now appears in the titlebar
- Lights now imported and exported as GLTF punctual lights (this is probably of little use as yet, but it's there).
- GLTF importer and exporter now respect the standard 1m scale. Existing models will appear the wrong size.
- GLTF exporter now handles rigging rather than ignoring it.