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{{expand|title=Changelog|<pre> | {{expand|title=Changelog|<pre> | ||
v2.1.1 | ; v2.1.1 | ||
Increase the maximum number of flexed vertices to 511451. | * Increase the maximum number of flexed vertices to 511451. | ||
New qc command: $FileBufferSize; default is 8mb. if your model has very much detail, or very much animation, a larger file buffer will be needed. Increase its size appropriately to prevent compilation failures, and the compiler will also take more memory. | * New qc command: $FileBufferSize; default is 8mb. if your model has very much detail, or very much animation, a larger file buffer will be needed. Increase its size appropriately to prevent compilation failures, and the compiler will also take more memory. | ||
v2.1.0 | ; v2.1.0 | ||
glTF&Assimp: fix wrong end frame causing compilation failure | * glTF&Assimp: fix wrong end frame causing compilation failure | ||
Fix the bug that $CmdList can't be parsed | * Fix the bug that $CmdList can't be parsed | ||
v2.0.5 | ; v2.0.5 | ||
Increase the maximum number of vertices in a single source file to 51w (511451), beyond which it will be split automatically. | * Increase the maximum number of vertices in a single source file to 51w (511451), beyond which it will be split automatically. | ||
make sure $NoDecal is turned on in vmt, or make sure the number of vertices in each source file does not exceed 65536. | : make sure $NoDecal is turned on in vmt, or make sure the number of vertices in each source file does not exceed 65536. | ||
Fix a bug that prevented compilation. | * Fix a bug that prevented compilation. | ||
v2.0.4 | ; v2.0.4 | ||
New $Animation option: AppendScale | * New $Animation option: AppendScale | ||
Fix a bug in glTF reading | * Fix a bug in glTF reading | ||
v2.0.3 | ; v2.0.3 | ||
New command: $NoFastGltf | * New command: $NoFastGltf | ||
Fix some bugs | * Fix some bugs | ||
v2.0.2 | ; v2.0.2 | ||
Fixed inability to correctly parse filenames without extensions. | * Fixed inability to correctly parse filenames without extensions. | ||
Using caching to improve loading speed of 'innode' options. | * Using caching to improve loading speed of 'innode' options. | ||
glTF and Assimp: fix the animation used by default when ‘pick’ is not used. | * glTF and Assimp: fix the animation used by default when ‘pick’ is not used. | ||
v2.0.1 | ; v2.0.1 | ||
Fix 'InNode' error. | * Fix 'InNode' error. | ||
v2.0 | ; v2.0 | ||
glTF support for animation, default up axis changed to Y, support for node transforms。 | * glTF support for animation, default up axis changed to Y, support for node transforms。 | ||
Throw away the FBX sdk. | * Throw away the FBX sdk. | ||
Use Assimp model loading library, supports over 40 formats including FBX, PMX, VRM. Support for Animation/SceneNode/Mesh/MorphTarget. | * Use Assimp model loading library, supports over 40 formats including FBX, PMX, VRM. Support for Animation/SceneNode/Mesh/MorphTarget. | ||
https://github.com/assimp/assimp/blob/master/doc/Fileformats.md | : https://github.com/assimp/assimp/blob/master/doc/Fileformats.md | ||
New qc command: $FPS, sets the default animation frame rate and the animation sampling rate for glTF or Assimp. | * New qc command: $FPS, sets the default animation frame rate and the animation sampling rate for glTF or Assimp. | ||
New source file parameters: 'InNode', 'SampleRate', 'Pick'. Ability to load part of the meshs or one of multiple animations in a single file. Only support glTF&Assimp(FBX..). | * New source file parameters: 'InNode', 'SampleRate', 'Pick'. Ability to load part of the meshs or one of multiple animations in a single file. Only support glTF&Assimp(FBX..). | ||
More details in the NewCommands.qci file. | * More details in the NewCommands.qci file. | ||
$UpAxis added parameters: 'glTF', 'Assimp' | * $UpAxis added parameters: 'glTF', 'Assimp' | ||
DMX: Does not display an error when a vertex has too many influenced bones. | * DMX: Does not display an error when a vertex has too many influenced bones. | ||
v1.4.1 | ; v1.4.1 | ||
New commands: $JiggleBoneRealign, $ReverseJiggleBoneRotation. | * New commands: $JiggleBoneRealign, $ReverseJiggleBoneRotation. | ||
Use meshoptimizer instead of forsyth to optimize vertex caching, nvtristrip is no longer recommended. | * Use meshoptimizer instead of forsyth to optimize vertex caching, nvtristrip is no longer recommended. | ||
v1.4.0 | ; v1.4.0 | ||
Upgrading to 64-bit. | * Upgrading to 64-bit. | ||
The program is completely independent and no longer depends on the external vphysics.dll. | * The program is completely independent and no longer depends on the external vphysics.dll. | ||
Floating point numbers support scientific notation. | * Floating point numbers support scientific notation. | ||
Fixed the problem that after using $PushD, the source file with the absolute path could not be read normally. | * Fixed the problem that after using $PushD, the source file with the absolute path could not be read normally. | ||
$IF macro support || operator. | * $IF macro support || operator. | ||
v1.3.3 | ; v1.3.3 | ||
Fix $NekoDriverBone not supporting bones with “.” bone names | * Fix $NekoDriverBone not supporting bones with “.” bone names | ||
Fix not recognizing source files with uppercase suffixes in qc. | * Fix not recognizing source files with uppercase suffixes in qc. | ||
v1.3.2 | ; v1.3.2 | ||
Adjust the maximum number of materials to 128。 | * Adjust the maximum number of materials to 128。 | ||
Use UTF8 encoding. | * Use UTF8 encoding. | ||
v1.3.1 | ; v1.3.1 | ||
Fix a bug in $DefineVariable. | * Fix a bug in $DefineVariable. | ||
Fix a bug in $EndIF. | * Fix a bug in $EndIF. | ||
v1.3.0 | ; v1.3.0 | ||
The $if command supports '==' and '!=' expressions. | * The $if command supports '==' and '!=' expressions. | ||
Fixed unused bones not collapsing. | * Fixed unused bones not collapsing. | ||
v1.2.0 | ; v1.2.0 | ||
When the obj model cannot find the material texture, use the material name instead of "debugempty". | * When the obj model cannot find the material texture, use the material name instead of "debugempty". | ||
obj model $Scale support. | obj model $Scale support. | ||
Enter standalone mode when the command line parameter does not include "-game". | * Enter standalone mode when the command line parameter does not include "-game". | ||
Added qc commands: $if,$ifdef,$elif,$eldef,$else,$endif,$UndefineVariable,$Msg. | * Added qc commands: $if,$ifdef,$elif,$eldef,$else,$endif,$UndefineVariable,$Msg. | ||
Supports defining variables through command line parameters, usage: [-D<variable_name> <value>] | * Supports defining variables through command line parameters, usage: [-D<variable_name> <value>] | ||
v1.1.0 | ; v1.1.0 | ||
Added fbx animation support. | * Added fbx animation support. | ||
v1.0.3 | ; v1.0.3 | ||
Added "debris" as a valid option for $Contents. | * Added "debris" as a valid option for $Contents. | ||
v1.0.2 | ; v1.0.2 | ||
Fixed: Will not collapse bones with vertex weights. | * Fixed: Will not collapse bones with vertex weights. | ||
Changed: Bones that have only been used by $Attachment will not collapse. | * Changed: Bones that have only been used by $Attachment will not collapse. | ||
v1.0.1 | ; v1.0.1 | ||
Changed: Do not collapse bones with no vertex weights used by $Attachments and $Bonemerge. | * Changed: Do not collapse bones with no vertex weights used by $Attachments and $Bonemerge. | ||
v1.0 | ; v1.0 | ||
Added: $NekoModel flex related parameters for FBX and DMX support. The usage can be found in the example qc. | * Added: $NekoModel flex related parameters for FBX and DMX support. The usage can be found in the example qc. | ||
Added: Fallback to use FBXSDK to parse fbx files, upgrade sdk version to 2020.3.2. | * Added: Fallback to use FBXSDK to parse fbx files, upgrade sdk version to 2020.3.2. | ||
Added: Use the libraries required for static linking, no more dlls. note that when compiling models with $CollisionJoints, need to load vphysics.dll in the game directory. | * Added: Use the libraries required for static linking, no more dlls. note that when compiling models with $CollisionJoints, need to load vphysics.dll in the game directory. | ||
Added: Does not compare sequence differences with the mdl file to be overwritten. This can be turned on with the command line parameter [-checksequenceorder]. | * Added: Does not compare sequence differences with the mdl file to be overwritten. This can be turned on with the command line parameter [-checksequenceorder]. | ||
Added: Hot reloading hlmv without checking if the title bar is the same as $ModelName. | * Added: Hot reloading hlmv without checking if the title bar is the same as $ModelName. | ||
v0.9.4 | ; v0.9.4 | ||
Fixed: When the driver bone of $NekoDriverBone is the parent of a procedural bone, the angle calculation of the procedural bone is incorrect. | * Fixed: When the driver bone of $NekoDriverBone is the parent of a procedural bone, the angle calculation of the procedural bone is incorrect. | ||
Added: New command line parameter: "[-reloadhlmv]", which will hot-reload HLMV after successful compilation. | * Added: New command line parameter: "[-reloadhlmv]", which will hot-reload HLMV after successful compilation. | ||
v0.9.3 | ; v0.9.3 | ||
Added: New command line parameter "[-blender <path>]", tells the compiler the directory where the Blender executable is located. | * Added: New command line parameter "[-blender <path>]", tells the compiler the directory where the Blender executable is located. | ||
Changed: Call Blender to convert FBX to glTF. FBX now has the same functions as glTF. No longer dependent on fbxsdk. | * Changed: Call Blender to convert FBX to glTF. FBX now has the same functions as glTF. No longer dependent on fbxsdk. | ||
v0.9.2 | ; v0.9.2 | ||
Added command line parameter [-maxbones <number>] to set the maximum number of bones in the compiled model | * Added command line parameter [-maxbones <number>] to set the maximum number of bones in the compiled model | ||
v0.9.0 ~ v0.9.1 | ; v0.9.0 ~ v0.9.1 | ||
Changed: Modify the file buffer size in other places, now the entire model can have up to 1 million triangles. | * Changed: Modify the file buffer size in other places, now the entire model can have up to 1 million triangles. | ||
Fixed: When automatically splitting a model with too high number of vertices, the split part will become an empty model. | * Fixed: When automatically splitting a model with too high number of vertices, the split part will become an empty model. | ||
Added: support for glTF unskinned meshes. | * Added: support for glTF unskinned meshes. | ||
Fixed: glTF does not support $lod command. | * Fixed: glTF does not support $lod command. | ||
v0.8.0 | ; v0.8.0 | ||
Changed: Increase the buffer size for writing files to prevent high-polygon models from causing memory overflow and crashes. | * Changed: Increase the buffer size for writing files to prevent high-polygon models from causing memory overflow and crashes. | ||
Changed: New icon | * Changed: New icon | ||
v0.7.0 | ; v0.7.0 | ||
Added: $NekoModel supports eyeball and eyelid options | * Added: $NekoModel supports eyeball and eyelid options | ||
Changed: The maximum number of cmds for animation is 128 | * Changed: The maximum number of cmds for animation is 128 | ||
Added: gltf mesh $scale support | * Added: gltf mesh $scale support | ||
Added: Apply $scale and animation parameter scale when reading animation parameter "forceboneposrot" | * Added: Apply $scale and animation parameter scale when reading animation parameter "forceboneposrot" | ||
Added: $scale support for dmxeyelid, eyelid, eyeball | * Added: $scale support for dmxeyelid, eyelid, eyeball | ||
v0.6.2 | ; v0.6.2 | ||
Fixed: Parameter "-outdir" does not support relative paths | * Fixed: Parameter "-outdir" does not support relative paths | ||
v0.6.1 | ; v0.6.1 | ||
Added: command line parameters "-modelname"&"-outdir" | * Added: command line parameters "-modelname"&"-outdir" | ||
Added: glb morph targer(shape key) support | * Added: glb morph targer(shape key) support | ||
v0.6.0 | ; v0.6.0 | ||
Added: support gltf morph targer, glb not supported yet | * Added: support gltf morph targer, glb not supported yet | ||
Added: new qc command "$NekoModel", support gltf using flex | * Added: new qc command "$NekoModel", support gltf using flex | ||
Changed: $hbox does not write information about the capsule | * Changed: $hbox does not write information about the capsule | ||
Fixed: "noautodmxrules" causes error report | * Fixed: "noautodmxrules" causes error report | ||
Changed: $NekoDriverBone logic, supported bone collapse | * Changed: $NekoDriverBone logic, supported bone collapse | ||
v0.5.1 | ; v0.5.1 | ||
Fixed: "$NekoDriverBone" position calculation error | * Fixed: "$NekoDriverBone" position calculation error | ||
Fixed: When loading mdl in the game, the console reported an error that Keyvalues was missing "{" | * Fixed: When loading mdl in the game, the console reported an error that Keyvalues was missing "{" | ||
v0.5.0 | ; v0.5.0 | ||
Added: "$forcecapsules", the compiler will skip processing this command to prevent errors. | * Added: "$forcecapsules", the compiler will skip processing this command to prevent errors. | ||
Added: ".gltf" & ".glb" format support, flex or animation are not supported yet. | * Added: ".gltf" & ".glb" format support, flex or animation are not supported yet. | ||
The blender process uses the glb format the fastest. The following is a simple test: | |||
(136908 triangular face, divided into four parts, no flex) | |||
Export: glb 12.2s | dmx 65.8s | smd 55.7s | |||
Compile: glb 1.15s | dmx 1.73s | smd 17.72s | |||
v0.4.1 | ; v0.4.1 | ||
Adjusted: Maximum "$Animation" is 4096 | * Adjusted: Maximum "$Animation" is 4096 | ||
v0.4.0 | ; v0.4.0 | ||
Changed: parameter "-usenvtristrip" changed to "-nvtristrip" | * Changed: parameter "-usenvtristrip" changed to "-nvtristrip" | ||
Fixed: $Keyvalues error reported in the console when loading mdl in the game | * Fixed: $Keyvalues error reported in the console when loading mdl in the game | ||
Added: new qc command "$NekoDriverBone" | * Added: new qc command "$NekoDriverBone" | ||
v0.3.1 | ; v0.3.1 | ||
Added: FBX format support (need to add a line of code "$prefer_fbx" to QC before use) | * Added: FBX format support (need to add a line of code "$prefer_fbx" to QC before use) | ||
Added: Use Forsyth's model optimization algorithm (faster) instead of the default Nvidia algorithm (the parameter -usenvtristrip uses the old algorithm, slower) | * Added: Use Forsyth's model optimization algorithm (faster) instead of the default Nvidia algorithm (the parameter -usenvtristrip uses the old algorithm, slower) | ||
Changed: The program uses 32-bit and turns on large memory support to ensure compatibility | * Changed: The program uses 32-bit and turns on large memory support to ensure compatibility | ||
Fixed: Unable to compile collision mesh | * Fixed: Unable to compile collision mesh | ||
Changed: compatible with model 15 dmx (please use model 18 for new dmx export) | * Changed: compatible with model 15 dmx (please use model 18 for new dmx export) | ||
Adjusted: maximum Sequences is 2048 | * Adjusted: maximum Sequences is 2048 | ||
Adjusted: Lower the maximum material limit to 64 to save memory | * Adjusted: Lower the maximum material limit to 64 to save memory | ||
Fixed: some bugs | * Fixed: some bugs | ||
Changed: the message printed by the console | * Changed: the message printed by the console | ||
Changed: the compilation time is printed when the compilation is completed | * Changed: the compilation time is printed when the compilation is completed | ||
Changed: the information starting with "CDynamicFunction:" is not printed | * Changed: the information starting with "CDynamicFunction:" is not printed | ||
Fixed: Automatic splitting of meshes with an excess number of vertices causing compilation failure | * Fixed: Automatic splitting of meshes with an excess number of vertices causing compilation failure | ||
v0.2-dev | ; v0.2-dev | ||
Adjusted: Bone weight culling lower than 5% is reduced to 0.01% | * Adjusted: Bone weight culling lower than 5% is reduced to 0.01% | ||
Adjusted: Maximum vertices is 655360 | * Adjusted: Maximum vertices is 655360 | ||
Adjusted: Maximum faces is 218,453 | * Adjusted: Maximum faces is 218,453 | ||
Adjusted: Maximum materials is 128 | * Adjusted: Maximum materials is 128 | ||
Adjusted: Maximum bones is 129 | * Adjusted: Maximum bones is 129 | ||
</pre>}} | </pre>}} | ||
Revision as of 11:40, 11 August 2024
NekoMDL is a fork of StudioMDL with additional features.
Features
- 64-bit with no dependancies; can run standalone
- Faster compilation (using new algorithm instead of nvtristrip, https://github.com/zeux/meshoptimizer)
glTF support, including animation and flexes.(using https://github.com/spnda/fastgltf)
- FBX support, including animation and flexes. (using Assimp, indirectly supports nearly 40 formats. https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
- Single-file glTF or FBX: support for reading part of the scene tree; support for multiple animations
- Two commands for setting the $jigglebone axis.
- Simple way to configure many procedural bones
- $contents can be set to "debris", to be solid to VPhysics and bullets, but nonsolid to QPhysics.
- Set variables that are used dependent upon command line parameters. (-Dvar=val)
- New command line arguments: -modelname, -outdir, -reloadhlmv
- Conditional macros: $if, $ifdef, $else, $elif, $eldef, $endif
- Some new qc commands, see newcommands.qci in the distribution file for details.
; v2.1.1 * Increase the maximum number of flexed vertices to 511451. * New qc command: $FileBufferSize; default is 8mb. if your model has very much detail, or very much animation, a larger file buffer will be needed. Increase its size appropriately to prevent compilation failures, and the compiler will also take more memory. ; v2.1.0 * glTF&Assimp: fix wrong end frame causing compilation failure * Fix the bug that $CmdList can't be parsed ; v2.0.5 * Increase the maximum number of vertices in a single source file to 51w (511451), beyond which it will be split automatically. : make sure $NoDecal is turned on in vmt, or make sure the number of vertices in each source file does not exceed 65536. * Fix a bug that prevented compilation. ; v2.0.4 * New $Animation option: AppendScale * Fix a bug in glTF reading ; v2.0.3 * New command: $NoFastGltf * Fix some bugs ; v2.0.2 * Fixed inability to correctly parse filenames without extensions. * Using caching to improve loading speed of 'innode' options. * glTF and Assimp: fix the animation used by default when ‘pick’ is not used. ; v2.0.1 * Fix 'InNode' error. ; v2.0 * glTF support for animation, default up axis changed to Y, support for node transforms。 * Throw away the FBX sdk. * Use Assimp model loading library, supports over 40 formats including FBX, PMX, VRM. Support for Animation/SceneNode/Mesh/MorphTarget. : https://github.com/assimp/assimp/blob/master/doc/Fileformats.md * New qc command: $FPS, sets the default animation frame rate and the animation sampling rate for glTF or Assimp. * New source file parameters: 'InNode', 'SampleRate', 'Pick'. Ability to load part of the meshs or one of multiple animations in a single file. Only support glTF&Assimp(FBX..). * More details in the NewCommands.qci file. * $UpAxis added parameters: 'glTF', 'Assimp' * DMX: Does not display an error when a vertex has too many influenced bones. ; v1.4.1 * New commands: $JiggleBoneRealign, $ReverseJiggleBoneRotation. * Use meshoptimizer instead of forsyth to optimize vertex caching, nvtristrip is no longer recommended. ; v1.4.0 * Upgrading to 64-bit. * The program is completely independent and no longer depends on the external vphysics.dll. * Floating point numbers support scientific notation. * Fixed the problem that after using $PushD, the source file with the absolute path could not be read normally. * $IF macro support || operator. ; v1.3.3 * Fix $NekoDriverBone not supporting bones with “.” bone names * Fix not recognizing source files with uppercase suffixes in qc. ; v1.3.2 * Adjust the maximum number of materials to 128。 * Use UTF8 encoding. ; v1.3.1 * Fix a bug in $DefineVariable. * Fix a bug in $EndIF. ; v1.3.0 * The $if command supports '==' and '!=' expressions. * Fixed unused bones not collapsing. ; v1.2.0 * When the obj model cannot find the material texture, use the material name instead of "debugempty". obj model $Scale support. * Enter standalone mode when the command line parameter does not include "-game". * Added qc commands: $if,$ifdef,$elif,$eldef,$else,$endif,$UndefineVariable,$Msg. * Supports defining variables through command line parameters, usage: [-D<variable_name> <value>] ; v1.1.0 * Added fbx animation support. ; v1.0.3 * Added "debris" as a valid option for $Contents. ; v1.0.2 * Fixed: Will not collapse bones with vertex weights. * Changed: Bones that have only been used by $Attachment will not collapse. ; v1.0.1 * Changed: Do not collapse bones with no vertex weights used by $Attachments and $Bonemerge. ; v1.0 * Added: $NekoModel flex related parameters for FBX and DMX support. The usage can be found in the example qc. * Added: Fallback to use FBXSDK to parse fbx files, upgrade sdk version to 2020.3.2. * Added: Use the libraries required for static linking, no more dlls. note that when compiling models with $CollisionJoints, need to load vphysics.dll in the game directory. * Added: Does not compare sequence differences with the mdl file to be overwritten. This can be turned on with the command line parameter [-checksequenceorder]. * Added: Hot reloading hlmv without checking if the title bar is the same as $ModelName. ; v0.9.4 * Fixed: When the driver bone of $NekoDriverBone is the parent of a procedural bone, the angle calculation of the procedural bone is incorrect. * Added: New command line parameter: "[-reloadhlmv]", which will hot-reload HLMV after successful compilation. ; v0.9.3 * Added: New command line parameter "[-blender <path>]", tells the compiler the directory where the Blender executable is located. * Changed: Call Blender to convert FBX to glTF. FBX now has the same functions as glTF. No longer dependent on fbxsdk. ; v0.9.2 * Added command line parameter [-maxbones <number>] to set the maximum number of bones in the compiled model ; v0.9.0 ~ v0.9.1 * Changed: Modify the file buffer size in other places, now the entire model can have up to 1 million triangles. * Fixed: When automatically splitting a model with too high number of vertices, the split part will become an empty model. * Added: support for glTF unskinned meshes. * Fixed: glTF does not support $lod command. ; v0.8.0 * Changed: Increase the buffer size for writing files to prevent high-polygon models from causing memory overflow and crashes. * Changed: New icon ; v0.7.0 * Added: $NekoModel supports eyeball and eyelid options * Changed: The maximum number of cmds for animation is 128 * Added: gltf mesh $scale support * Added: Apply $scale and animation parameter scale when reading animation parameter "forceboneposrot" * Added: $scale support for dmxeyelid, eyelid, eyeball ; v0.6.2 * Fixed: Parameter "-outdir" does not support relative paths ; v0.6.1 * Added: command line parameters "-modelname"&"-outdir" * Added: glb morph targer(shape key) support ; v0.6.0 * Added: support gltf morph targer, glb not supported yet * Added: new qc command "$NekoModel", support gltf using flex * Changed: $hbox does not write information about the capsule * Fixed: "noautodmxrules" causes error report * Changed: $NekoDriverBone logic, supported bone collapse ; v0.5.1 * Fixed: "$NekoDriverBone" position calculation error * Fixed: When loading mdl in the game, the console reported an error that Keyvalues was missing "{" ; v0.5.0 * Added: "$forcecapsules", the compiler will skip processing this command to prevent errors. * Added: ".gltf" & ".glb" format support, flex or animation are not supported yet. The blender process uses the glb format the fastest. The following is a simple test: (136908 triangular face, divided into four parts, no flex) Export: glb 12.2s | dmx 65.8s | smd 55.7s Compile: glb 1.15s | dmx 1.73s | smd 17.72s ; v0.4.1 * Adjusted: Maximum "$Animation" is 4096 ; v0.4.0 * Changed: parameter "-usenvtristrip" changed to "-nvtristrip" * Fixed: $Keyvalues error reported in the console when loading mdl in the game * Added: new qc command "$NekoDriverBone" ; v0.3.1 * Added: FBX format support (need to add a line of code "$prefer_fbx" to QC before use) * Added: Use Forsyth's model optimization algorithm (faster) instead of the default Nvidia algorithm (the parameter -usenvtristrip uses the old algorithm, slower) * Changed: The program uses 32-bit and turns on large memory support to ensure compatibility * Fixed: Unable to compile collision mesh * Changed: compatible with model 15 dmx (please use model 18 for new dmx export) * Adjusted: maximum Sequences is 2048 * Adjusted: Lower the maximum material limit to 64 to save memory * Fixed: some bugs * Changed: the message printed by the console * Changed: the compilation time is printed when the compilation is completed * Changed: the information starting with "CDynamicFunction:" is not printed * Fixed: Automatic splitting of meshes with an excess number of vertices causing compilation failure ; v0.2-dev * Adjusted: Bone weight culling lower than 5% is reduced to 0.01% * Adjusted: Maximum vertices is 655360 * Adjusted: Maximum faces is 218,453 * Adjusted: Maximum materials is 128 * Adjusted: Maximum bones is 129 |
External links
- Steam Workshop page - extract the 7Z file from the "addon" VPK
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