Releases: z64dev/z64convert
Releases · z64dev/z64convert
v1.1.1
v1.1.0
Changelog
(Feature) z64convert: add --no-prefix option for keeping names as they appear in Blender (good for Fast64 interop) (by @Nokaubure)
(Bugfix) z64convert: hotfix output symbols for objects w/ multiple skeletons & animations (by @Jinnosuke9)
(Bugfix) z64convert: ia4 texture color channel rollover into alpha channel fixed
v1.0.5
Changelog
- The header + linker doc writer was not generating declarations nor symbols for animations in conversions containing multiple skeletons each with their own sets of animations. This solution provided by @Jinnosuke9 addresses that.
v1.0.4
What's new
FLOOR_STEEPcollision flag now works for models that use it- Better multi-file support (for scene conversions in z64scene)
- Fixed collision flag arg parser (
WARPandCONVEYORtypes were not parsing their params properly) - Refactored collision flag system to address ambiguity involving cases where
hi == low == 0 - Fixed triangle island detection for waterbox generation
- Collision headers now guaranteed to reference blank cameras (necessary for MM object collisions)
- Bugfix involving camera ID in polytypes (value was being written into lower 32-bit word instead of upper 32-bit word)
- Bugfix involving lingering error state that was causing issues with subsequent conversions during same runtime (while using z64convert as a library)
- Doc writer bugfix for texture addresses (physical segment addresses are now written instead of virtual segment addresses)
Full Changelog: v1.0.3...v1.0.4
v1.0.3
z64convert v1.0.2
New in this version:
- Better circular dependency detection (bug report by Zeldaboy14)
- QOL improvement on proxy skeleton array output: report empty items
z64convert v1.0.1 release
Dynamic vertexshading mode implementation is now complete, thanks @turpaan64! 🎉