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{ | ||
"version": "preview55.1", | ||
"versionName": "\nPreview 55:\n* PIPT rendering: allows rendering of models according to flags set in pipe info table (PIPT) asset. This feature is not perfect as Industrial Park's renderer and the game's are not the same.\n* Updated PIPT editor: allows editing of individual source and destination flags.\n* Updated gizmos: gizmos are sized according to screen position and not model. This keeps their size consistent and much easier to handle. Rotation and scale gizmos allow editing of multiple assets at once (but the transform origin is still local to each object).\n* Update for box triggers: new gizmo allows editing all 6 box coordinates (minimums and maximums) plus trigger pivot point. This allows for more precise placement of box triggers (specially with rotation). Maximums and minimums are also automatically set.\n* Includes BFBBAnimTools.ms under Resources/Scripts.\n* Auto updater on this version might not work for some users. In this case, please download manually from the web page.\n\nPreview 55.1:\n* Randomizer update. Restores Enemies_Allow_Any_Type to a more stable algorithm.\n" | ||
"version": "preview56", | ||
"versionName": "\nPreview 56:\n* Implements grid for gizmo movement. While moving an object with the gizmos, hold the T key to snap objects to grid. Scale of grid (defaults to (1, 1, 1)) can be set in the View Config dialog (F1). Grid works for all 4 gizmo types. Grid size is saved in Project JSON.\n* Importing a HIP with textures will enable texture display for the imported textures.\n* New function: Save all open HIPs (F4, also available from Tools menu). Does exactly what the name says.\n* New function: Run Game (F5, also available from Tools menu). This method is only for GameCube/Dolphin. It will attempt to close the running instance of Dolphin and launch a new one with the DOL of the game. The process will be canceled after 10 seconds of unsuccessful tries!\n* Improved PIPT editor: allows proper editing of all PIPT entry settings, thanks to Seil.\n* Fixed bug in which using Collapse Layers could display an incorrect layer/asset list.\n* Fixed broken triggers in Checkpoint and Bus Stop templates.\n* Fixed bug which caused gizmos to display incorrectly when multiple assets were selected and one or more of them were DYNAs without position values.\n* Fixed bug which did not allow editing of PICK asset.\n" | ||
} |