SuperHackio
released this
31 May 21:50
·
55 commits
to master
since this release
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.