Releases: SMGCommunity/Whitehole-Neo
Whitehole Neo public beta 7
Whitehole.
Changes
3D Editor
- Added TEV Swap support
- Added Area Limit warnings (Can be overridden per workspace) (#31)
- Added more model substitutions for objects that don't have a model with a matching name (#21)
- Added the option to use Low/Middle models where applicable (reopen the Galaxy Editor to apply) (#22)
- Added the option to start the Galaxy Editor Maximized (#46)
- Added Collision Rendering (Invisible Wall Rendering) (#16)
- Object Properties that are not used by the class according to the Object Database now appear italicized.
- Object Properties can now have Tooltips (#19)
- Object Properties that have selectable options now have a Dropdown. (#35)
Bug Note: Sometimes part of the galaxy view gets obscured permanently even after closing a dropdown. Reopen the Galaxy Editor to fix. - Fixed PlantGroupRenderer from being unable to render color frames
- Fixed GeneralPos from being unable to be rotated via keyboard shortcuts
- Fixed PoleSquare from not rendering like the other poles
- Zones that are not loaded on a given scenario now indicate that in the Zone List (
None
instead of justCommon
) (#50) - Added more SpecialRenderers
- WaterLeakPipe (TwoJointScale)
- FireRing (PatternRenderer)
- CircleCoinGroup (PatternRenderer)
- CirclePurpleCoinGroup (PatternRenderer)
- StarPieceGroup (PatternRenderer)
BCSV Editor
- Disabled UI buttons when no BCSV is currently opened (#47)
Misc
- The Object Database web request now times out in 10 seconds to prevent long opening times.
- Added the Whitehole Icon to the CreateGalaxyForm and GalaxyPropertiesForm since it was previously missing
Whitehole Neo public beta 6
Who doesn't like more features?
Changes
3D Editor
- Fixed PichanRacer from not showing colours
- Index out of Bounds on BTP animations has been fixed
- Added the ShapeModelNo Special Renderer, which allows objects to use ShapeModelNo to load different numbered models
- Fixed Overdraw in GlobalPointGravity (basically improve performance when drawing that gravity area)
- Added the PlantGroupRenderer Special Renderer, which allows PlantGroup objects (PlantA, PlantB, etc.) to be viewed in Whitehole with Visual feedback for the circular pattern. (#14)
- Added the ability to reset Path Points with Ctrl+Shift+Alt+C (This resets the control points of a path point)
- Fixed missing Undo support for "Truncate" (Ctrl + N)
- Added the ModelByProperty Special Renderer, which allows objects such as the Observatory Domes to be rendered by Whitehole (#26)
- PowerStarHalo now renders correctly in SMG2
- The 3D renderer now has BCK Support! Special Renderers that can use animations now support BCK
- Fixed Bone Joint Matrix calculation when Maya scaling and Inherit Parent Scaling are enabled or disabled
BCSV Editor
- Fixed sorting BCSV columns by numerical order (1, 9, 10, 11 instead of 1, 10, 11, 9)
Misc
- There are some more invalid level warning messages for if you have a corrupted scenario file
Whitehole Neo Stable 1.0
This is the first official release of Whitehole Neo!
Changes
- Added a galaxy/zone properties button, allowing you to add and remove layers from galaxies or zones (#37).
- Added a "Status" tab, which gives more information about the status of the current game files (#36).
- The status bar at the bottom will give hints when a valid directory is selected.
- Added Black Hole Rendering (#15).
- RGBA6 Vertex Color support added.
- Folder selection will now use the native file explorer window for Windows.
- Included
.bat
file now displays java version and pauses for errors. - Press SHIFT + SPACEBAR to jump to the center of the selected zone
Bjorn's Changes
Thanks @BjornVanBruchem for adding these next ones!
- Upon adding an object (or spawn point), Link IDs and Spawn IDs automatically get assigned a unique ID.
Both of these have a button next to their ID fields that can do this manually. - The default priority of Areas is now -1 instead of 0.
- Shortcuts have been added to the BCSV editor for Design Areas, Sound Areas, and Sound Objects.
Bug Fixes
- Fixed BTP clamping and Color3 reading.
- Fixed a bug where deleting/duplicating sorted rows in the BCSV Editor deleted/duplicated the wrong entry (#34).
- Fixed a bug where truncating using Ctrl + T wouldn't notify Whitehole that there are unsaved changes.
- Fixed bugs that caused adding and deleting objects in Edit Invididually to break a lot of things (#10, #9).
- "Fix bug with Basic Renderer (Obj Arg detection)".
- Made Path JMap lowercase for SMG1 directories, preventing some game crashes.
- Area shape rendering was made more accurate.
- The trial galaxies in SMG1 are now listed under World 8 in
galaxies.json
/zones.json
. - Minor spelling fixes for
galaxies.json
/zones.json
and initializing GUI. - Fixed a bug where opening galaxies on Linux sometimes led to a crash (#42).
- Fixed a bug where objects were deselected upon adding them, which disallowed adding multiple path points (#43).
- Fixed a bug where Fixed Pasting a path wouldn't paste the control point data, thus corrupting your map file.
Whitehole Neo public beta 5
Bugfixes are now going to be taking priority going forward, so if anything goes wrong in these betas that's a critical issue, please let us know!
Changes
3D Editor
- Fixed Wire Gravity Rendering (thanks to @jupahe64)
Special Renderers are here!
Certain objects will have special rendering capabilities. The current list of Special Renderers consists of:
- BasicAnim: Allows basic use of Animation Files being tied to Object Arguments.
- TwoJointScale: Allows the moving of joints based on an Object Argument.
- Phantom: Renders a Ghost version of an object (when selected) so you can see an alternate position that the object can be in.
- PowerStar: Special rendering for Power Stars. Automatically gets the correct star colour if applicable.
Objects currently using special renderers:
- PowerStar
- GreenStar
- GrandStar
- SuperSpinDriver
- SuperSpinDriverGreen
- SuperSpinDriverPink
- Tico
- Kinopio
- Caretaker
- CareTakerHunter
- Rabbit
- Monte
- Penguin
- PichanRacer
- EarthenPipe
- Pole
- Pole2Way
- Trapeze
- Dossun & DossunBig
- LiftFlower
- All vanilla objects using the
SwitchingMoveBlock
class - All vanilla objects using the
SimpleMapObj
class - All vanilla objects using the
RotateMoveObj
class
If something goes wrong with a Special Renderer, please let us know.
If you want your custom object to use one of these special renderers, you can add a "specialrenderers.json" file to the root of your workspace (the same place your custom galaxies.json goes) and add your custom objects to that. (You will need to restart Whitehole for your changes to take effect).
The format of your custom json needs to follow the format used in the default special renderers, so if you want to you may copy the specialrenderers.json
file included with Whitehole, and edit that.
BCSV Editor
- You're now allowed to manually type a Galaxy/Zone name instead of being forced to select from the pre-determined listing.
Misc
- You may now open zones without opening their respective galaxy. Switch tabs on the Galaxy Selector.
- The Galaxy / Zone Creator is here! Click on the respective button to get started. (Note that created Zones are not registered to galaxies, you need to do that separately)
- You can now find the Whitehole Neo version inside the About window
- Reordered all the credits to be in alphabetical order
Whitehole Neo public beta 4
Clearly, the last release was not the final public beta. There will likely be more of these now.
Changes
3D Editor
- Added a special Power Star Renderer (they look beautiful now!)
- Fixed more rendering issues with Environment mapping, mipmapping, and Texture UVs
- Object path validation is fixed (and displays the correct layer this time)
BCSV Editor
- The tab at the top that used to read "Open" now reads "Shortcuts" (which is more accurate)
Misc
Whitehole Neo public beta 3
This could be the final public beta of Whitehole Neo before the "full release" occurs. No promises though...
Changes
3D Editor
- Fixed the 12 year old Hyperspeed bug
- Fixed the 12 year old "Click-through objects" bug
- Press Control Z to undo any action that you've taken since opening the level. (If something is missing from this, PLEASE say something)
- Copy and Paste now uses a text based system (that may look familiar to some...).
- You can copy paste objects between levels
- You can save your Copied objects for pasting later
- You can copy objects and send the copied data to others with ease
- All data from the objects is carried in the copied data
- There are Two different paste modes:
- Additive Pasting (CTRL+V) will allow you to paste objects the same way that you add objects. Click the mouse to place pasted objects, and hold SHIFT to paste the same thing multiple times.
- Literal Pasting (CTRL+SHIFT+V) will paste the clipboard only once, using the exact zone positions that are in the copied data.
- BMD Renderer improvements
- Normal data is now taken into account by the renderer. Some models now look better (though some may argue others got worse)
- LoD Bias for textures is now taken into account. Mipmaps will now render with proper bias.
- OceanBowl and OceanSphere are now rendered as Deep Blue areas
- Fixed MessageId and Switch validation
- Whitehole now Loads and Saves asynchronously, so the program will not longer say "not responding" while loading or saving a level.
- If a level fails to load, try re-opening Whitehole. If it consistently fails, report an issue.
BCSV Editor
- Changed the default value for adding a new entry back to Zero
Misc
- The object database downloader has switched to using the new SMGCommunity object database
Whitehole Neo public beta 2
This is another public beta for Whitehole Neo. This one is more experimental than the last one.
Changes
3D Editor
- Resize the GL viewport when using High DPI (Experimental)
- Fixed Multi-Renderers from locking Archives
BCSV Editor
- Fixed BCSVs from being locked
Misc
- Experimental Error handling
Whitehole Neo public beta
This is the public beta of Whitehole Neo.
Changes
3D Editor
- Added Gravity Rendering for all gravity types
- Added the ability to move both Path control points at once (Hold SHIFT to enable)
- Fixed the bug where typing in the editor would paste position/rotation/scale (#4)
- Fixed the Render Cache error (fixes areas from vanishing when two are identical)
- Fixed the keybinds for moving objects (#5)
- "Edit Invididually" was made slightly more clear that it's a button
- Double click on the zone in the list to edit it individually.
- Message IDs are now set to -2 by default for SMG2. (SMG1 does not have the -1 function)
- New Switch IDs can be generated with a button on the switch fields.
- Click "G" to generate one for the whole galaxy.
- Click "Z" to generate one for that zone only.
- You cannot enter an invalid switch ID in the switch field.
- Whitehole will automatically check if there's any invalid switches in your galaxy from the pre-neo era.
- Whitehole will display a warning with some fields set to "required" that have values set to -1.
BCSV Editor
- Many BCSV shortcuts have been added and removed
- This can be controlled through shortcuts.json
- Added tooltips for (most) shortcuts
- Allows you to select from a list to fill out some BCSV shortcut paths
- "Select a galaxy" shows the list of galaxies (main zone only
- "Select a zone" shows the list of all zones in the workspaces
- Commas are now accepted in BCSV editor numbers
- BCSV editor shows the currently selected column and row in the top right
- BCSV editor remembers your last (valid) path opened