Releases: KernelEquinox/SotN-Editor
Releases · KernelEquinox/SotN-Editor
SotN Editor 0.0.3
Merged Pull Requests
- Add support for case-sensitive filesystems by @CyberneticTurtle in #6
- [utils]: Fix use of va_list in FormatStringArgs by @CyberneticTurtle in #7
- Log error on out-of-bounds memory accesses by @CyberneticTurtle in #8
- Show decomp function addr for entities by @sozud in #9
Changes Since 0.0.2
- Added support for various polygon types
- Implemented more accurate blend modes
- Better shortcut handling in macOS
- Added convenience tooltip for viewing polygon data
- FG polygons no longer extend past the room boundaries
- Better texture handling
- More accurate entity transforms
- VRAM: Expanded map VRAM section
- VRAM: Expanded room VRAM additions
- GTE: MVMVA now handles Mx=3 (garbage matrix)
- MIPS: Skips some early PSX init functions (avoid hangs)
- MIPS: Saving and loading of MIPS emulator states
- Documented collision types
- Documented more entity data
- Fixed a bug in lowercase filename handling
New Contributors
- @CyberneticTurtle made their first contribution in #6
- @sozud made their first contribution in #9
Full Changelog: 0.0.1...0.0.3
SotN Editor 0.0.2
Fixed a few bugs and introduced some new functionality.
A few of the changes include:
- Added automated Windows/Mac/Linux builds
- Added instructions for building on each platform
- Added sprite rotation functionality
- Added the ability to copy entity properties to the clipboard
- Renamed a few entity properties to better reflect their actual purpose
- Map loading now takes place in a separate thread to prevent the program from hanging
- RBO5 no longer crashes the program due to null sprites
- POLY_GT4 struct detection is now more accurate
- Simplified building steps on Windows
Full Changelog: https://github.com/KernelEquinox/SotN-Editor/commits/0.0.2
SotN Editor 0.0.1
This is the first initial release of SotN Editor.
Known issues include:
RBO5.BIN
crashes due to a null pointer dereference related to mishandled sprites- Some rooms overlap each other
- Some sprites utilizing POLY_GT4 structs display on top of other rooms
- The lever in NO1 (Outer Wall) has a mismatched CLUT
- Room 9 in DAI (Royal Chapel) has weird texture/POLY_GT4 oddities
- More accurate POLY_GT4 handling is required
- Oddities in ST0 need to be analyzed (no breakables in Room 1 or Room 3, weird Richter thing, etc.)
- Rocks in WRP don't show up