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Releases: kk49/deca

v0.2.15

30 Jun 01:09
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v0.2.15 free abortions on demand

  • Updated to support COTW 2022-06-28
  • Added Finland update for COTW

v0.2.14

06 May 02:38
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v0.2.14 5 by 5

  • added Mississippi (delta) update for COTW
  • added more strings from the community
  • added vpath file names for COTW

v0.2.13

26 Sep 21:26
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v0.2.13 meh

  • REBUILD DB: added sha1sum hash for every node, this is written to vpaths to let people see what files changed between releases
  • Added placeholder to BC6H DXGI loader, for now it fills in a 0,0,0,0 color for all pixels
  • Fixed Eye model extraction for COTW
  • Added support for reserve 10 and 11 in COTW
  • Fixed some issues with JC4 model extraction
  • Added option to not build archives when building mods
  • (REMOVED) Added option to "Save Changed Files As Symlinks" at mod build time, this will mark changed files as symlink instead of copying the changed file in SARC files
  • For ADF files that exist inside GDC/GDCC files (currently only GenZero) extract a gdcc.txt version to seperate it from the normal ADF files
  • For ADF files that exist inside GDC/GDCC files (currently only GenZero) allow the display of the version inside the GDC and one example of the one outside of the GDC
  • LINUX ONLY: Added dumping of translation file during startup to <working dir>/text_debug.txt
  • TEST HACK: allow same file to be added twice to SARC file
  • Added cross game field strings, and a second cross game database in work/
  • Added messages to indicate which file is being exported and in what format (at least for raw and text)
  • Made parsing more forgiving of missing 0xDEFE88ED types, 0xDEFE88ED may contain length in second field? But length does not matter anyway for skiping data
  • Improved error when reporting which type in an ADF object is missing, this gives details for 0xDEFE88ED types
  • Fixed crash when doing text export of entire editor directory in GenZero
  • Added elapsed time log message for when ARCHIVE is being processed
  • Added various possible field names, updated rtpc to always show property hash id, and optionally the matching string if it exits
  • Fixed bug in extracting item from Raw list tab

v0.2.12

14 Oct 02:07
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v0.2.12 "This implies the existence of a one themed game"

  • Support for Second Extinction
  • Added kaitai format files for non-RTPC (GZ and COTW) locations/world.bin files
  • Fixed GLTF2 skeletons for model types without MeshProperties, now assumes if BoneIndex or BoneWeight exits, it is skinned, also always use boneIndexMapping if it exists
  • Made location extraction more flexible and tolerant of missing models
  • Fixed decompression of compression type 3 (it's zstandard records), added bypass for non compressed blocks
  • Made XLSX extractor more flexible to handle mystery entry
  • Added extrapolation for file names from model_xml to modelc for COTW
  • Added COTW mesh type 0x6f841426 to gltf2 export
  • Fixed bug in preparing for modding and creating mod/ directory
  • dump cache directory to log on first use

v0.2.11

10 Aug 22:43
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v0.2.11 Damn it's hot (applicable only in the norther hemisphere)

  • Added option to extract maps both full resolution png and tiles for webmaps
  • Added hack to handle bone weights being all zero when vertex is not connected to any bones, APEX is fine with this GLTF2/Blender is not
  • Added guessing of textures/hp_ai_textures/{\*,\*_user}.ddsc from settings/hp_settings/hp_ai_textures/\*.bmp_datac
  • GLTF2 export of BC1_UNORM, BC2_UNORM, BC3_UNORM, downgrades to pre DX10 format, to work around blender bug(?)
  • First pass at RAGE2 model export. (BUG IN APEX ENGINE? index buffer offsets in archive, offsets not in bytes, but indexes)
  • All game {gz, gzb, jc3, jc4, rg2}.json configurations are loaded from resources/gameinfo
  • Additional user provided game configurations can be loaded from work/gameinfo
  • Added cleanup of textures that have missing mip levels when exporting to GLTF2.
  • Added speculative decoding of u32s in RTPC to hashed strings, also Cleanup of RTPC processing/handling
  • Added pre dxt10 dwFourCC encodings DXT2, DXT4, ATI1, BC5U ala https://walbourn.github.io/the-dds-file-format-lives/
  • Added option to export GLTF2 models with: dds format, ddsc (dds format, ddsc extension), or png formats
  • Added loading of strings from work/property_list.hsh if it exists. property_list.hsh is included in the Ashen Tools
  • Fixed typo in RTPC 48 bit hash lookup, was using cache incorrectly
  • Added more aggressive splitting of strings into possible substrings, now splits on ,, |
  • Changed call to skeleton generator to use subprocess.run instead of os.system, should capture stderr and stdout
  • Better handling of GLTF2 export of adf files that are not models and/or are missing type info
  • Handle games without settings/hp_settings/equipment.bin
  • Upgraded Pillow to 7.1.0 (security alert fix)
  • Regular expression mask:
    • Accepted when Enter is key'ed or SET is pressed
    • Reset to previously accepted value if Esc is key'ed or CLEAR is pressed
    • Has a yellow text background when valid but not yet accepted expression is entered
    • Has a red text background when not valid

v0.2.10

27 Jun 20:59
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v0.2.10 Half Way There

  • GLTF2: Added option to export skeletons with models (Using HavokLib!)
  • GUI: will now create a new tab with the contents of a SARC (nl/fl/...) when the open button in the SARC tab is pressed
  • Build: Option added to build a subset of files/archives. Check build subset checkbox, and press build
  • Build: Added building ddsc, atx?, hmddsc? directly into archive files, this can be used to package dds files renamed as ddsc!!!
  • GUI: Added "G, H, S" column, which displays how many versions of a file are
    • G : in a GDCC file
    • H : "Hard" meaning the file contents are present
    • S : "Symbolic" meaning the container of the file only references the file by name, and does not contain the contents
  • GUI: Removed Used Depth column, was only used during early development, not super useful currently
  • Load large files 1MB at a time during file determination this was a problem for some people on windows
  • Added script and support to process CAnimSpline objects
  • Textures: dxgi type 41 support, JC4 s failed to load because this was missing
  • Added Loading of multiple external files at once to Load External File
  • Textures: Added more mapping of texture types to their base type
  • Textures: Added text name for texture types
  • Textures: Fixed processing of non square textures
  • Textures: Reinstated requirement that DDS to DDSC conversion requires matching DXGI type and size
  • Added info about DirectXTex, not currently used
  • Fixed issue with uint32* parameter in some ADF files, causing a crash because it attempts to do a hash string lookup
  • GUI: Added folder button next to each extract button and build button to open folder in OS
  • Added file node trace for exception causes nodes/files
  • GUI: Fixed hash to string search function in gui
  • Fixed issue with newer file formats, block info was not reloaded from the database
  • Fixed missing skeleton from weapons

v0.2.9

06 May 14:14
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v0.2.9 The May Day edition

  • Added ability to do basic dump of APEX engine files (like a save file) without processing entire game
  • Fixed issue with not tracking missing ADF types
  • Fixed processing of JC3 (missing image type info, and ADF type bug, related to missing ADF type tracking bug)
  • Fix for text export issue of GZ savefile on at least on windows machine
  • Will now attempt to annotate all integer and integer array fields in an ADF file to an equipment or text
  • Fixed issue with building ddsc files
  • Added user readable name of equipment that uses clothing models
  • Added notes column to file tree to add information that deca finds while processing files
  • Added Translated Name of equipment to comment in ADF files when EquipmentHash is found

v0.2.8

10 Apr 11:56
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v0.2.8 "I really need to clean my room"

  • Added lookup of EquipmentName when EquipmentHash is encountered in string dump of ADF files
  • Added hacky version of exporting VegetationBark and VegetationFoliage material types for GLTF2 export
  • Moved(ing) GLTF2 processing of APEX models to duck typing, removing asserts, as avalanche has changed types
  • Added schematics and loot items to GZ map generation
  • Added script to extract schematic and loot item locations
  • Fixed issue with process_adf and process_rtpc needing the data base because they want to lookup hash strings. With no data base it doesnt translate hash strings
  • Added webhook to put latest successful build into discord
  • Updated to Pillow 6.2.2 to fix CVE-2019-19911 and CVE-2020-5313

v0.2.7

15 Mar 21:33
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v0.2.7 Stay Safe

  • Added tracking of RTPC objects, object ids, and event ids to DB
  • Stopped dumping of image file details
  • Fixed Gen Zero map build code
  • Added mapping of check_apex_social_event to GZ Map generation
  • Added embedded ADF files in EXE to VFS tree, process instances in them, fixed array processing

v0.2.6

04 Mar 23:24
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v0.2.6 "Copy and Paste, a dangerous tool"

  • Fix for dds file generation caused by cut and paste shenanigans
  • Fixed bug where filter stopped working
  • Fixed bug where add external stopped working
  • Combine DDSC and DDS processing, now using same code and headers
  • Fixed processing of DXGI format 10 which has 16 bit floating point channels (display scales based on single min and max of all channels)
  • Added support for CubeMaps DDSC and DDS
  • Support for more image formats, should be all in JC3, JC4, GZ, RAGE2, and theHunter:COTW