Releases: gavrant/nifskope
Releases · gavrant/nifskope
NifSkope 2.0 Dev 9d
- Renderer view: Added support for all types of shader blocks (derived from BSShaderProperty) that lacked it:
- BSSkyShaderProperty (Skyrim and newer)
- WaterShaderProperty (Fallout 3 and NV)
- TallGrassShaderProperty (Fallout 3 and NV)
- BSDistantTreeShaderProperty (?)
- DistantLODShaderProperty (?)
- HairShaderProperty (?)
- VolumetricFogShaderProperty (?)
- Renderer view: Fixed Fallout 3 shapes with SkyShaderProperty and TileShaderProperty being rendered untextured. Combined with the "added renderer support" list above, this means that all shader blocks are now supported by the renderer and are textured (with the exception of the water shaders. Texturing them is still a work to be done).
- Renderer view: (Almost) fixed "select shape/node/vertex/etc. by clicking in the renderer view" feature sometimes selecting wrong blocks or nothing at all. From now on, "selecting nothing" could happen only if the mesh has too many blocks (65535+ in general, or 255+ shapes for selecting a shape vertex).
- Animation controllers got a code overhaul. This mostly fixed the rendered data not being updated when controllers are edited, added support for NiGeomMorpherController in NiControllerManager (Fallout 3) and improved/fixed some other minor things.
- Block List (tree mode): Blocks won't appear in the branches of their children anymore. For example, you won't see multiple copies of the root node scattered all over the tree now.
- Block Details (copy-pasting blocks): Fixed blocks not being linked properly, with an error message popping up, if the paste goes into a child field of the target block in Block Details.
- Linking two blocks (for example, on pasting one into another): Expanded the number of supported "child block - target block" combinations. It now auto-fills the following fields in the target block if the inserted child block is of a suitable type: "Data", "Skin" or "Skin Instance" in shapes; "Data" and "Skin Partition" in skin instances; "Texture Set" in shaders; "Body", "Shape" and "Data" in collisions. Also, updating Properties list in pre-Skyrim blocks became smarter.
- Block Details: Fixed resizing arrays (the icon with 2 green circling arrows) not updating the data in the renderer view.
- Main menu and toolbar: "Load (Saved) View" now gets "checked" status when "Save View" is clicked (same as when you click "Load View" itself).
- Fixed minor memory leaks and other small bugs here and there.
NifSkope 2.0 Dev 9c
BUG FIXES
- Oblivion meshes: fixed texture-related "Could not find subitem" message spam on using Sanitize (including "Auto Sanitize" on save) and Texture -> Add spells, and on importing .OBJ files. Closes hexabits#68 .
OTHER
- "Auto Sanitize before Save" option is now off by default for new installs of NifSkope. The feature seems to be rather unstable ATM to be enabled by default.
NifSkope 2.0 Dev 9b
BUG FIXES
- Fixed skinned meshes with strips (pre-Skyrim SE) looking completely broken in NifSkope because of the wrong vertex mapping (Closes the greatkhan_v1_f part of hexabits#85 ).
NifSkope 2.0 Dev 9a
NOTE: The changes listed below barely, if at all, affect Starfield and Fallout 76 meshes because I have neither of these 2 games at the moment. In other words, their support in this release is in the same state as it was in https://github.com/hexabits/nifskope on September 30, 2023, shortly after Dev 9 release.
BUG FIXES
- Fixed NifSkope unable to save a mesh if it has bhkCompressedMeshShapeData blocks (Closes hexabits#67, niftools#242 ).
- Fixed Block -> Convert spell not working (Closes hexabits#74 ).
- Fixed "NiHeader: Could not find "BS Header" subitem" warnings (Closes hexabits#61 ).
- Fixed (added) support for Fallout 3 and Fallout New Vegas shader blocks (Closes hexabits#85 ).
- Fixed Oblivion meshes of version 20.0.0.4 not showing textures (Closes hexabits#62 ).
(Maybe) fixed parsing warnings on saving Oblivion meshes (Closes hexabits#68 ).EDIT: The bug is still here.- (Maybe) fixed sk_multilayer.prog shader error message (Closes hexabits#65 ).
- Fixed NifSkope not restoring previously saved positions/sizes of docked panels when the main window is opened again (Closes hexabits#50 ).
- Fixed LOD slider broken for non-Starfield meshes.
- Fixed animation toolbar always disabled.
- Fixed "Could not find Vertex Data subitem" warning on editing vertex flags in Skyrim SE skinned meshes.
- Fixed NifSkope being rather messy (up to crashing) if a mesh has triangles with invalid vertex indices.
- Fixed memory cluttering and occasional warning messages caused by the "Inspect" panel (even when it's hidden).
- Fixed a new main window opening in minimized state sometimes.
- Fixed coordinate axes overlay in the bottom-left corner sometimes disappearing if a textured particle system is drawn right before it.
IMPROVEMENTS
- New, more precise way of calculating bounding spheres from mesh vertices (main effect: better default camera positions).
- Added support for OS user interface scaling settings (mostly for high-DPI displays) (Closes hexabits#59 ).
- Added experimental "smart" default camera positioning on loading a mesh (if all triangles in a mesh are facing away from the default Front view, NifSkope picks a better fitting view).
- Major polishing of selection overlays (wireframes, vertex dots, bounding spheres), ranging from fixing incorrect vertices/triangles highlighted (not the one selected) to a new visualization for bounding spheres.
- Improved vertex flags editing in Skyrim SE, Fallout 4 and Fallout 76(?): editing of all vertex flag fields is now supported, including the ones in NiSkinPartition, NiParticleSystem and BSPackedCombined... blocks; for Skyrim SE skinned meshes, editing the vertex flags in a NiSkinPartition now also auto-updates the vertex flags in its child partitions and the mother BSTriShape (the same goes for the other way around - for editing the vertex flags in skinned BSTriShapes).
- NifSkope became more vocal about logical errors in the mesh data, showing a "parsing warning" if it encounters any irregularities like an invalid vertex index in a triangle, invalid bone indices, data arrays of wrong sizes and whatnot. Still WIP, the plan is to highlight "weird stuff" with red in Block List/Block Details, with popups detailing the issue, instead of the rather annoying message boxes.
- A bunch of small QoL improvements and fixes to the UI, mostly in the behavior of the main window (and its UI controls) on its opening or on loading a mesh, but also in, for example, Screenshot and About dialogs.
- Updated integrated 3rd party libraries and Qt framework to their (more or less) recent versions.
- Added proper version info to NifSkope.exe.