Releases: Laupetin/OpenAssetTools
Releases · Laupetin/OpenAssetTools
v0.18.0
v0.17.1
v0.17.0
What's Changed
- feat(Linker): add verbose loggin when writing of zones begins by @diamante0018 in #260
- feat: track time spent linking zone by @diamante0018 in #261
- Various soundbank fixes by @Jbleezy in #264
- feat: generalize xmodel loading for IW5 by @Laupetin in #267
- feat: material/image loading for IW5 by @Laupetin in #267
New Contributors
Full Changelog: v0.16.3...v0.17.0
v0.16.3
What's Changed
- feat: load raw game folder relative to binary by @Laupetin in #256
- chore: add asset loaders for all asset types of t6 by @Laupetin in #257
- feat: better linker search paths by @Laupetin in #258
- feat: check for xmodel limits when converting by @Laupetin in #259
Full Changelog: v0.16.2...v0.16.3
v0.16.2
v0.16.1
What's Changed
- Added support for Unsigned Int accessors by @ElectroGamesDev in #245
- fix: gltf buffer view incorrectly calculating stride by @Laupetin in #246
- feat: support gltf bone rotation as matrix notation by @Laupetin in #247
- fix: broken normals when packing unitvec3 for t6 by @Laupetin in #253
New Contributors
- @ElectroGamesDev made their first contribution in #245
Full Changelog: v0.16.0...v0.16.1
v0.16.0
Highlights
You can now import GLTF models as xmodel for T6 (Black Ops 2) 🎉
See: #244
The first implementation might be a little rough around the edges and it is currently only for T6.
Feel free to give feedback though :)
What's Changed
- fix: linux gcc 14 build by @Laupetin in #231
- chore: rename zonecode headers to avoid duplicate paths by @Laupetin in #232
- fix: referencing files in cwd without dot slash by @Laupetin in #236
- feat: gltf xmodel loading from raw for t6 by @Laupetin in #244
Full Changelog: v0.15.3...v0.16.0