![]() Press the green 'play' button in the top right corner of the window, and you're in the game! This is a great solution for testing changes quickly, as it skips the main menu sequence entirely and doesn't require you to place any zip packs in the game's main folder. You can now select mission/difficulty before launching the game (Custom difficulty customization in the future). ![]() Purged invalid references in File > Recent menu entry. You can now pin tiles as your favorites in the Open Tile dialog window. Validate tile name on tile creation/load ( )Ĭreating a new biome from within the editor is now possible. Prevent camera zoom in/out on mouse wheel when a dialog window is open. and tons of backend changes for future updates :)Ĭonverted and cleaned up most dialog windows to shared backend.įixed the time flow for particle simulations. Added a native splash screen support that replaces the ugly black window during the editor initialization phase with a not-so-beautiful (programmer quality) splash image.Dialog Boxes are not forced to the foreground, so they are no longer lost behind the main window.Performance: The application update has been moved to the main thread.Launching any of the editors will no longer hijack your hardware RGB lighting schemes.The 'undo' and 'redo' shortcuts now work across all editors.Added a 'clear' button for list/tree filter input fields.Improved font legibility for users who had DPI scaling enabled in their display settings.The 'About' section will open all license text in a separate text file if clicked.Added the 'About' section with all credits and legal information.The rendering framerate will no longer exceed the detected monitor's refresh rate to prevent your RTX 3090 from becoming a space heater.The editor apps should throttle when they are run in the background to prevent them from wasting CPU cycles.File > Exit menu option should work properly now.Unified the TextEdit controls in all editors with a colored border on focus.The editors should no longer crash when SegoeUI font is missing from the system.Unified the dialog windows backend for all editors.Here is the full changelog, divided into sections for each tool. We make them using a different set of tools (Zbrush for sculpting, Blender for further modeling, and Substance Painter for texturing, if you’re interested).Īpart from the Model Editor being added, there are a lot more changes in this release. It does not allow you to change the models themselves. Please note that The “Model Editor” name might be a little misleading. It's a black magic tool for creating and editing animation graphs. The Animation Graph Editor - okay, we'll admit it, it's still totally broken and work-in-progress.ent file, along with their effects and destruction simulations. The Blueprint Viewer - lists all blueprints available in any given.The Animation Viewer - allows you to preview what the animations look like for any given unit.Riggs into a Christmas Tree with hundreds of lights - this is the tool you're looking for. You can then use those attachments to add effects to a unit. The Attachment Editor - this tool allows you to create and edit attachments for in-game entities.The Model Editor gives you access to the following tools: Now that we have brought it back to its former self, you can finally have a look at it. It had some problems that we needed to solve first. It’s a tool that we did not include with the previous release. The single most significant addition in this patch is the Model Editor. We hope that thanks to these, we will see even more brilliant modifications for The Riftbreaker. This update brings improvements, fixes, and features you requested, either on our Discord, Steam forum, or Github. It is the result of weeks of work, both ours and the work of our community, who relentlessly hunted bugs and reported them to us. We have released a substantial update for our Modding Tools.
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