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Changelog
This version now required an x64 system, since LSLib now requires it.
- Junctions are read-only by default now, to protect against git branch deletion.
- Updated LSLib to the latest version. x64 is now required.
- Disabled the Custom tab for now (it was never fully implemented yet).
- Added a new tab for Journal data.
- Added some safeguards to ensure files save to their original format.
- Wordwrap can now be enabled.
- Tweaked "Hide Extras" to also hide entries whose keys/handles are uneditable (various journal nodes).
- Various fixes for refreshing, including hiding the button/command if the file cannot be refreshed.
- Quick tweak to the Generate XML button in the export window, to make sure it works. Also added some output text when generating the XML text.
- Quick fix for the Generate button not working in the export window.
- Fixed an issue where loading projects would never finish if a managed project has a broken junction.
- Updated libraries.
- Fixed the link data created when importing tsv/csv files not saving.
- Fixed new files created with "Add New File" not apply the renamed file name to the output file.
- Fixed newly added files not appearing in the "All" group tab.
- When renaming, the textbox is now focused before everything is selected, making it easier to rename a file (no clicking needed).
- Reworked tsv/csv import to allow whatever order of Key/Content/Handle is desired. The correct parameters should now be fetched regardless of the order, as long as the file is formatted correctly (don't use commas for regular text in csv).
- Added an option for exporting everything to a single spreadsheet in the file menu. This is for creating a central spreadsheet with all your text, for possibly giving to translators.
New buttons have been added, allowing you to save the exported XML text to the correct language file(s).
- Added a Save and Save As button. These will save the xml text to the correct directories for the languages you have selected (if multiple languages are selected, Save As will save them to the folder you specify).
- Added a language dropdown with checkboxes for every possible DOS2 language. You can select all to save all language xml files when you click save (this will let your new handle text work if the player is playing in a different language).
- Fixed crashing when hitting undo after removing missing keys.
- Export All now exports everything, regardless of tab/file selected (faster way to export everything to xml than having to go back to the all/all tabs).
- The last file selected in the All group tab is now selected when switching tabs, instead of preserving the selected tab if moving to the All group tab.
- Fixed the actions panel (Export buttons / Refresh etc) not working properly if missing entries are detected when first opening the localization editor.
- Fixed refresh/reload not working in some situations.
- Fixed being unable to delete keys that were restored from a reload.
- Reverted project git generation to use the project's name instead of the folder name (so no more ProjectName_UUID).
- The git generation license now defaults to "None".
- Tweaked release zip naming (ModName_Version.zip)
- Files with "Override" in the name will allow exporting base game handles to the xml format.
- Hide Extras now defaults to being checked.
- Fix for projects failing to load if they have malformed meta.xml files (spaces in the node names).
- Tweak to display escaped xml names/descriptions as their unescaped text.
- Quick fix to ensure the project folder / git folder shortcuts open the correct folders.
- Tweaked source control data loading to check for the project's UUID instead of project name.
- Moved the various logo images to be built into the exe.
- Fixed error when opening markdown files for projects with special symbols in their name.
- Newly created project folders now use the project folder value instead of the project name.
- Fixed the log window not updating when it's open.
- Fixed the update message box not displaying if an update is not found (when clicking Check for Updates).
- Added a splitter to the Text Generator window, for adjusting the input/output frames.
- Updated library packages.
- Added the ability to turn paks into editor projects via Tools -> Create Editor Project from Pak...
- Sped up mod project loading/performance.
- Tweaked grid column sorting so it properly sorts values in an expected way (Dates - newest first, versions - highest first, etc.).
- Added a "Global Handles Ignore List" file path in the Settings tab. This is a list of handles to ignore when exporting XML values / replacing handles in the Localization Editor. This can be used to skip exporting values like GM spawn menu names in LSF files.
- Fixed various bugs associated with importing files / adding new files.
- Sped up file loading / tab changing via virtualization and asynchronous loading.
- Added an "Open in File Explorer" context menu item to file tabs (right click them).
- Handles can now be re-generated. ResStr handles (unset values) in LSF files can be regenerated as well.
- LSF files in the Mods and Public folders can be loaded for localization editing (Settings -> Preferences, check the various boxes like Root Templates).
- Added support for loading handle values from TSV entries, making it easier to have an "Overrides" TSV/LSB used to override english.xml entries in the game.
- Fixed relative file paths not loading.
- Fixed bug with deleting presets.
- Added a new menu item: Help => Check for Updates
The localization editor can now parse LSF files in Public/../RootTemplates, Mods/../Globals, and Mods/../Levels. All three of these can be enabled/disabled in the localization editor settings (Note: Restart the Localization Editor to make it load the other data).
Levels/ data is disabled by default since loading data from certain adventure mods could potentially take a significant amount of time.
- LSF translated string keys can now be edited.
- Handles can be generated.
This requires more work since the type of root template / object dictates what's available (items get UseDescription / GM Spawn Section for instance).
This will take additional work as well, since the format of the tsv may need to be more specific than Key/Content (something like File/Attribute/Value).
- Huge performance gain by disabling TabControl virtualization. The "All" tab in particular now loads super fast after initial creation, when dealing with large amounts of data.
- Fixed keybindings not working in some circumstances.
- Select All / Deselect All now modifies its behavior when focused in a text box.
- Added right click -> Generate New Handle to the handle textbox.
- Added "Replace ResStr Handles" button to "Generate Handles". This is for replacing default unset handles created in lsf files.
- Tweaked XML export entry sorting, based on exported extras like key/source.
- Rows can now be sorted by column.
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ls::TranslatedStringRepository::s_HandleUnknownhandles are gray now, to distinguish handles that should be generated.
- Fixed relative files not loading (pathing bug).
- Fixed a crash when adding a new keyword.
- Presets can now be renamed in the combobox.
- Padding is now 0 for single digits / no padding, 1 for an extra zero (01), and so on.
- Added a "Release" button for packaging + zipping up projects. Appends the project's version to the zip file. Nexus releases just became a little bit easier.
- Auto-updating is now a thing. You'll still need to download this version, if you used SCG previously.
- Updated internal libraries.
- Tweaked column sorting so it's more coherent (sorting by Modified Date initially sorts it by test first for instance).
- The "About" window now shows the proper program version.
- Divinity: Original Sin 2 - Definitive Edition Module
- Added the ability to change a project's version number.
- Packaging and backing up mods now do so in the correct alphabetical order (previously this was reversed, Z-A etc.).
- Added long path support to all modules and the main program.
- Divinity: Original Sin 2 - Definitive Edition Module
- Projects that are imported from classic should now have the proper naming convention when exported with the pak generator (ModName_OldUUID_NewUUID). This is to stay consistent with the published Steam version.
- Quick fix to remedy packages being locked after being created.
- Divinity: Original Sin 2 - Definitive Edition Module
- Minor update to get the cancel button working properly for backup and packaging progress screens.
- Divinity: Original Sin 2 - Definitive Edition Module
- Added a Package Publisher (via lslib) - Create paks from selected projects with the click of a button. Simply select some projects and click "Create Packages...". The paks will be created in your Definitive Edition Local Mods folder.
- New shortcut for opening the Local Mods folder (File -> Open Local Mods Folder...)
- Small fix to prevent thumbnails from being locked.
- Divinity: Original Sin 2 - Definitive Edition Module
- Switched the modified/created dates for projects to the creation date of the project meta.lsx, and the modified date of the mod meta.lsx.
- Made the refresh button above the project list refresh all, so it can be used to reload project data (F5 also has the same functionality).
- Small fix in the automatic data directory path created for the DOS2 DefEd module when running setup for the first time (+1 backslash).
- New Divinity: Original Sin 2 - Definitive Edition module.
- Works separately from the previous DOS2 module, so to be sure to copy over relevant project files you'd like to preserve, such as your Readme, Changelog, .git folder, etc.
- New "Text Generator" Tool
- Allows you to generate text with a series of keywords that are dynamically replaced, saving time when you need similar text with incremental values.
- Fixes and improvements in archival speed.
- Thumbnails and meta files should no longer get "locked".
- Backup Support
- Tweaked backup process so it runs asynchronously (as was intended).
- Projects 1 GB and beyond can now be archived. Note that this may still take a few minutes.
- Added cancel functionality for the backup genertor. Canceled archives will still remain in the backup folder, and should contain all the files archived before canceling.
- Initial Release