Releases: wowdev/noggit3
Test build 3580
Changes
- Add clearing tool to remove things on chunks/adts inside the cursor radius:
-> terrain height, textures, texture duplicates, texture layers with alpha values below a threshold, texture flags, liquids, M2s, WMOs, shadows, vertex colors, impassible flags and holes - Add some very basic collision detection for models and water in fps camera mode to be able to walk on models and not sink in water
- Add liquid layer infos in the details info window ('F8')
- Show all liquid layers when selecting a chunk in the details info window ('F8')
Fixes
- Fix issue with liquid LODs
- Fix fatigue flag not showing up in the details info window ('F8')
Test build 3561
Changes
- Add keybind for the "Set Area ID" function ('F')
- Add FOV spinbox in the settings window
- Make "render distance" and "far z" one setting
- Add current map bookmarks menu to be able to use them while editing
- Add liquid collisions when in the liquids editor ('C' to toggle)
- Add auto opacity settings for the liquids (auto switch between river and ocean opacity depending on the liquid type)
- Add liquid picker to select the liquid under the cursor ('middle mouse button')
- Improve empty texture layer detection when cleaning them
Fixes
- Fix MCLQ related flags not being cleared from the MCNK header when saving liquids as MH2O
- Fix random rotation range in the object editor
- Fix locked cursor plane not visible when between the water and camera
- Fix 2D view performances
- Fix terrain holes not visually updating properly when adding/removing holes
Test build 3539
Changes
-
Massive performances gains and reduced memory footprint, opengl version required bumped to 4.1
- noggit_bindless.exe has better performances but uses bindless textures which aren't supported on old hardware or by some software like renderdoc
-
Improve texturing at the chunks' border
-
Auto generate fatigue for ocean water chunks at max depth (you need to update your .map on the server)
-
Add option to export maps using the old liquid format (MCLQ) for older clients
-
Add option to have models follow the ground when using the raise/lower tool
-
Add option to only change the terrain above or below the cursor when using the raise/lower tool
-
Add asset browser for the object editor
-
Copy the selected model name to the clipboard
-
Add function to load the full map (Editor menu), each adt is marked as changed to prevent unloading
-
Moved the settings storage to settings.ini in the noggit folder
-
Add frametime target to limit fps (FPS = 1000/frametime)
-
Add setting to change the radius around which adt get loaded
-
Add setting to change the number of async loading thread
-
Show loaded model instances count in the bottom bar
-
Add toggle option for the sky and skybox rendering
-
Add fps camera option which follow the terrain at a fixed height
-
Add debug camera option to be able to see what's being culled or not
Fixes
- Fix vsync setting
- Fix crash when unloading adts
- Fix crash when fixing UIDs with missing adts
- Fix duplication issue when deleting a wmo spanning multiple adt with some unloaded
- Fix issue with light when the map 0 isn't in the dbc
- Fix _h textures showing up in the texture palette
- Fix default project path
test build 3378
- Fixes save corruption when writing MH2O depth flags. (more information)
- Adds script hooks to write MH2O depth (example script)
- Adds server-side coordinates to m2/wmo info tooltip - (thanks to @BBCnewstoday!)
test build 3370
- fix bug causing models to be destroyed when dragged on flat ground
- fix script various script functions
test build 3354
Noggit changes
- Add noggit script brushes to mainline noggit release
- See the documentation to learn how to write them
- Fix issue with F8 menu in test build 3085
Script changes
- Fix scripting on linux
- Change iterators to be lua tables (read below)
- Move
tex_iterator::paint_image
toprocedures::paint_texture
For scripters: This versions breaks some important script functions relating to iteration (verts, chunks, models, tex units). See migration guide for how to update old scripts, or ask for help in the noggit discord. IHM#2145
is the developer in charge of script brushes.
test build 3085
I've tested it a lot in noggit but not ingame so please be careful and backup your maps before using it.
Main changes:
- some minor bug fixes
- Varen's multi object rotation tool
- some rendering performance improvements
- auto focus editing window when the cursor is entering it
- fixed some texturing issues (ex: https://www.youtube.com/watch?v=cCoSve4mS2w)
test build 2992
- Reverted a change that broke error logs.
- Fix
ctrl-shift-alt-lmb
having wrong label in keybind help. - Underlying changes due to transition from Bitbucket to GitHub.
Thanks to Kallar for providing the binaries.
test build 2967
Please do not use this release unless you are impacted by one of the bugs fixed (e.g. deleting models crashing): A change I made to improve error reporting instead made it impossible to act on any error you are getting. I’m sorry about that, but until that change is reverted any build ≥ 2967 is unfit for testing and even less for use.
- Flatten tool: fixed up/down checkbox behaviour, renamed them raise/lower. They also work with the blur tool now as they should.
- Flatten tool: improved the look of the UI
- fixed uid fix all not showing when there was an error and a bunch of linked issues
- added warning when some models are missing/can't be loaded in the uid fix all (2e version)
- added discord link in the
help
menu - fixed crash when deleting models
- fixed bug in the rotation editor where the rotation values were reset when losing focus (for single selection, it is the normal behaviour for multi selection)
test build 2956
- fixed water rendering for liquids using the shader type 3 (procedural water) that was broken since a recent build (it still uses a default water texture)
- uid fix all is now faster
- fixed an issue with some bounding box that had weird values
- added AABB display for selected WMOs and M2s
- fixed a deadlock when loading an adt with uid duplicates
- fixed an issue with wdl rendering when the wmo related chunks were missing
- made adt that have no data in the wdl more visible