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Releases: Laupetin/OpenAssetTools

v0.18.0

27 Sep 19:42
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Full Changelog: v0.17.1...v0.18.0

v0.17.1

23 Sep 08:43
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v0.17.0

22 Sep 15:24
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New Contributors

Full Changelog: v0.16.3...v0.17.0

v0.16.3

08 Sep 21:22
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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

08 Sep 13:07
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  • fix: auto generate armature when imported gltf has none by @Laupetin in #254
  • feat: omit default armature when dumping xmodels by @Laupetin in #255

Full Changelog: v0.16.1...v0.16.2

v0.16.1

07 Sep 07:12
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New Contributors

Full Changelog: v0.16.0...v0.16.1

v0.16.0

05 Sep 20:23
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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

Full Changelog: v0.15.3...v0.16.0

v0.15.3

12 Aug 08:21
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  • fix: make all game names be supported in lowercase instead of only t6 by @Laupetin

Full Changelog: v0.15.2...v0.15.3

v0.15.2

12 Aug 08:17
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What's Changed

  • fix: make game name case insensitive by @Laupetin in #230
  • chore: do not log failing to open sound curve file in iw4 by @Laupetin

Full Changelog: v0.15.1...v0.15.2

v0.15.1

10 Aug 14:24
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What's Changed

  • fix: not properly normalizing asset names when looking up from global asset pools by @Laupetin in #229

Full Changelog: v0.15.0...v0.15.1