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Notes.txt
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Move capability serializers to own files
Move SkeletonAnimationLookUpHelper behind interface
Move SkeletonAnimationLookUpHelper to gameWorld
Move saving/loading to own project, with tests and what not.
Keep expanders open in node editor when selecting different
Fix skeleton tool https://github.com/donkeyProgramming/TheAssetEditor/issues/166
Allow lod0 to be reduced
---
Lazy load tabs - selection delay is boring!
ogre_contracts
ui\campaign ui\cathay_compass.twui.xml
ui\campaign ui\character_information.twui.xml
ui\campaign ui\dlc25_nurgle_plagues.twui.xml
ui\campaign ui\elector_counts.twui.xml
ui\campaign ui\ikit_workshop.twui.xml
ui\campaign ui\hud_campaign.twui.xml
public CommonVertex Read(RmvVersionEnum rmvVersion, byte[] buffer, int offset, int vertexSize) => Reading vertex 1 by 1 is dumb. Read them all
KitbashTool: Manual vertex editor for weights (new editor or reuse debug view)
Keep expanders open in node editor when selecting different
Create a file database
Must do:
https://discord.com/channels/373745291289034763/795235087352201226/1343171986695782490 => Bugfix
Geometry matrix test
WsModel saving test, not all wisible
Allow lod0 to be redusced - make sure number can be change. On exit event
----
ErrorFiles
Command history
Dump to file
[Feature] twui editor v0.1
FIX GameDb => SQL DB convrter v0.1
Finish game settings and make stuff hide behind interface.
Consider movving all of material stuff out of rendering, as it would then make more sene to move wsmodel parsing and generations in there
Hide basic shader behind material factory as well. It can also be a capability shader.
X General: Enums for wsmodel format and shaders, formats ++ in GameinformationFactory
Create ogre test
AnimBin test
Speed up system tests
Damping and root node handling
"How to use" window - point to github?
Rendering window - disbale backface culling
Superview - default scene content to be expanded. Allow select meshes
Move Editors.Shared.Core into shared? Maybe under UI?
Create a save/load component! Returns a object of some type
KitbashTOol Materiul - warning for not supported material!
Unit test:
KitbashTool: Unit test - open karl, import general, make head editable, rerig, save
KitbashTool: Unit tests - ensure shader paths are correct!
Create unit test for SuperView
Bugs:
General: right click packfile and "expor to system folder" does not work on packfile, just sub folders
KitbashTool: Manual vertex editor for weights (new editor or reuse debug view)
KitbashTool: Reduce icon size?
KitbashTool: when loading material - if not supported show message
KitbashTool: Issues with rendering/selection and pivot point
KitbashTool: When there is no files left in a reference mesh - close the node
KitbashEditor: Try to detect mismatch between wsmodel and rmv model and give error, difference in lods/meshes count
KitbashEditor: Wrong text in lod view for kitbash https://github.com/donkeyProgramming/TheAssetEditor/issues/230
General: Opening the same file in two different editors cause Attempting to open file 'sengko_linchin.wsmodel', but is is already open. Give better error
KitbashTool: Node clicking in tree view is slow
KitbashTool: Tint capability crash bug => Shield change to tint
KitbashTool: The issue I personally had was that if i created MetalRoughPbr_Emissive once in 0.48, changing the value to Default would still apply Emissive when i loaded the pack in 0.45, so I used the
SkeletonTool: Bones get restructures on delete
KitbashTool: I am not sure all I know is that the materials generate in a new way that alters the way the daemon prince parts colour tints look
General: But there’s that issue where if you leave and come back after the screen saver turns on then the whole thing goes nuclear lol. (Screen saver issue?)
KitbashTool: Rome 2 support https://github.com/donkeyProgramming/TheAssetEditor/issues/174
Ganeral: Case issues, should be leagal to have upper and lower case
Unittest and bug fix related to casing
Load
Save
Add
Search
Important tests:
WsModel for only visible nodes
AnimationBin saving/parsing
Improvements:
General: Move complex save/load to its own dll
General: Print scope - special handling for eventhub. Include registred callbacks
General: Show hisotry of commands in exceptions
GameWorld: Move bloomeffect to resourcelib
GameWorld: ONly render glow if there is glow stuff in the pass
X GameWorld: Complex scene loader, make it work without needed Animation players, and graphics card. For unit testing
General: Close console window on close
X General: Convert GameinformationFactory to a static!
General: Move resent files out of settings
play sound using monogame audio. find wem converter?
https://github.com/Dirkster99/AvalonDock
General: SelectionManager, remove the use of SelectionManager_SelectionChanged event
General: Upgrade to new community toolkit
KitbashTool: Second UV map on export and render
KitbashTool: ship_ambientmap and tiled_dirtmap rigid materials support https://discord.com/channels/373745291289034763/1009267073987399740/threads/1312018739599904778
KitbashTool: destruction animations export (non-skeletal) https://discord.com/channels/373745291289034763/1009267073987399740/threads/1312020442441318450
General: .CS2.PARSED file format schema https://discord.com/channels/373745291289034763/1009267073987399740/threads/1312014128088350770
KitbashTool: When loading textures that are custom, validate that they have MipMaps
KitbashTool: Improve material system
For older games - just a singel material! Makes life easier. Show all texttures and attributes. Easy peazye!
interfaces and registeration and builders
Error if material fail, revert to default material
good error logging, case for exception window
Extend Effect and make a better exception if item in list is nto found => GetParameter().SetValue()
Do not reuse effect?
X General: Enums for wsmodel format and shaders, formats ++ in GameinformationFactory
General: Warning if loaded packfile/mesh is most likely from a different game. How to detect?
General: For custom packs, get size on debug logger
KitbashTool: MOve most node types into Kitbash tool / reduce number of nodes
KitbashTool: Max 50 commands, clean up memoery!
KitbashTool: Wsmodel guessing
General: Make tree view lazy loading
General: Imprive memory use
AnimationEditors: Refactor - its bad!
Consider moving wh3 and 3k parsing of anim files into a new system.
Clean up the animBin editor - its a mess
AnimpackFile to AnimPackDatabase
Dont convert to binary when saving file in the way its done now - use generic format somehow?
General: Enforce enditable pack can never be ca pack
Editors: Only one animation view/logic
SuperView: Refactor metatags handling
SuperView: Support for more meta tags
General: Support napoleon format
KitbashTool: More materials
KitbashTool: Orthographic projection
General: Improve logging to contain scope info
Log all scopes / give them id and keep ref for ever
Increase log to 150 lines
For logger, get all scopes
For logger, include scope ID in statement
New features:
KitbashTool: Add editor for attachmentpoints for meshes.
AnimationTransferTool: Enable
AnimationTransferTool: make work and able to tranfer on root skeleton node
General: new update screen
VisualMapEditor: View map
VisualMapEditor: Place props
Tool for editing prefabs
Interesting links:
https://github.com/kikipoulet/SukiUI/blob/main/SukiUI/Controls/PropertyGrid/InstanceViewModel.cs -> Auto generate views for property gird. Also good docking in same lib
https://www.youtube.com/watch?v=7cmBlwGXELs Moonbreaker painting
Silk.Net.Assimp
https://doc.stride3d.net/latest/en/releasenotes/
Fixes for v063:
[Bugfix]: KitbashTool: Skin_dirt mesh issue reported by Cemmen
[Feature]: KitbashTool: Decreased loading times for meshes
Fixes for v062
[Bugfix]: KitbashTool: Fixed incorrect saving of meshes with only skin attribute set
[Bugfix]: KitbashTool: Fixed issues in the vertex info tool and added a statistics button
Fixes for v061
[Bugfix]: KitbashTool: Fixed incorrect saving of meshes with only skin attribute set
[Feature]: KitbashTool: Custom attachmentpoints are kept and saved.
[Feature]: KitbashTool: Possible to set animation matrix, for things such as building animations.
Fixes for v060
[Bugfix]: General: Close console window (and any other windows) on application close
[Bugfix]: General: Improved the error handling when loading game files without manifest file with custom mods in the same folder. (Please dont do this!)
[BugFix]: KitbashTool: Fixed issue that caused props to animate incorrectly in game due to Incorrect matrix and attachmentpoint for static meshes.
[BugFix]: KitbashTool: Fixed and improved decal, dirt and skin material handling for older games
[BugFix]: KitbashTool: Allowed 2 and 3 number of lods
[Feature]: KitbashTool: Second UV channel correctly handled for static meshes
[Internal] Changed animationMetadDataParser to be a singlenton with lazy init - To speed up loa ding and testing when the class is not needed
Finished for v059
[Feature] Support for reading encrypted packfiles
[Bugfix] Kitbash: Fixed issue when generating WsModel for only visible meshes
[Bugfix] General: Fixed common crash when opening 3d models, that caused soft lock. Thanks to Cemmen and timbabwiani for debugging help
[Bugfix] Audio: General bugfixes and Improvements
[Bugfix] General: Fixed bug which caused deleted files to not be removed
[Bugfix] Kitbash: Error message if there is an error in wsmodel, reverts to using rmv2 material
[Bugfix] Kitbash: Fixed potential softlock when loading wsmodels with errors
[Bugfix] AnimationBins: Most warnings turned into errors, as CA has terrible QA.
[Bugfix] AnimationBins: Fixed crash when validating bin, due to missing file. Is now a warrning #243
Fixes for v058:
[Feature] General: Force close current editor option added to the error window to avoid softlocks. https://github.com/donkeyProgramming/TheAssetEditor/issues/232
[Feature] AnimationReTarget: The tool is enabled again - probably pretty buggy in its first iterations. Improvements will come.
[Feature] General: Added 'Save Active pack' button to file menu https://github.com/donkeyProgramming/TheAssetEditor/issues/123
[Feature] General: Improvements to "Load Wem Files" option. This option now only effects if the files are visible in the pack browser
Wem files are now always loaded which makes the audio tools work better.
Wem files are also alway loaded for mods, which fixes an issue where if the flag was disabled,
the audio files would be deleted from the mod on saving. No there should be no issues.
[Bug] KitbashEditor: Hopefully fixed System.Windows.ResourceReferenceKeyNotFoundException, which happens when turning a reference mesh into an editable mesh.
[Bug] Superview: When loading models, all lods was visible. Now only first lod is visible.
[Bug] SuperView: Fixed crash on close https://github.com/donkeyProgramming/TheAssetEditor/issues/231
[Bug] General: Moving files using drag and drop caused crash
[Bug] General: Fixed some issues related to saving packfiles after deleting files and folders
[Bug] KitbashEditor: Fixed errors related to selecting meshes.
Logging added to get more data.
Please provide the log info if you get error log messages related to selection
[Bug] KitbashEditor: Fixed wsmodel generation for pharaoh. Thanks to Ewajos
Fixes for v057:
[Bug] General: Double clicking a packfile node did not expand it correctly
[Bug] General: "Make editable pack" option missing from context menu
[Bug] General: Fix crash when resize window to very small
[Bug] General: Fix issue related to making packfiles with no name
[Bug] General: Fix issue with missing font on close
[Bug] General: Fix issue related to selection change event on application close
[Bug] KitbashEditor: Fixed event issue related to selection in SceneNodeExplorer
Fixes for v056:
[Feature]General: Pin tool is improved and now has the SkinWrap rigging enabled again.
[Bug] General: Fixed rendering crash with all empty scene
[Bug] General: Saving files to the root folder no longer causes a crash
[Bug] General: Improved error handling for packfiles, to reduce potential errors which can cause corrupted pack files.
[Bug] General: Fixed crash when renaming folders
[Bug] General: Texture failures now give a single error, not a infinite stream of them
[Bug] SkeletonTool: Correctly show world/localspace position and rotation for selected bones.
[Bug] Import/Export: Improvements of the GLTF process
[Bug] KitbashTool: Fixed issues related to selecting meshes and the context menu for scene nodes
[Bug] KitbashTool: Fixed rendering issues for boundingboxes / selection for meshes with pivot points
[Bug] KitbashTool: Scene explorer now correctly keeps nodes visible and expanded when changing the content of the scene.
Other modding tools:
https://github.com/Shazbot/WH3-Mod-Manager/tree/master
https://github.com/MattFiler/OpenCAGE/?tab=readme-ov-file
Link to cinterbreath
https://youtu.be/sr8oVx7TkwQ?t=157