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ME3Explorer ME3Tweaks Fork 3.1.2.12 #42
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…ee it via right click menu
…fab exception and discard it - this might need to be caught since something is strange with dictionary. Fix pathfinding editor jumplist not working
…or use with ME3Tweaks TFC Rebuilding Guide
…e not signaling refreshmem. No idea why this was intermitant issue. This should be more progress for #40, ME3Explorer/ME3Explorer#481
…dd more SFXNav_Interaction items to Pathfinding Editor's generic objects. Bump version number to v11
… some beautiful new volume views for certain objects, added WwiseAmbientVolume to actors. Check out the new volumes view in Viewmodes.
…ge if name table is not in correct place (not sure how this happened), added streaminglevels autobuilder for levels.
…name of the static mesh for faster identification. Added SFXMedStation, SFXTreasureNode, SFXArmorNode. Ammo and Grenade containers now show respawn info as the comment. Added SFXPointOfInterest. Should have fixed how relinking is done when cloning in pathfinding editor for collisioncomponent. Added spawnlocation to sfxoperation_objectivespawnpoint.
…expand objects to interpreter. Added SFXCombatZone volume display in pathed.
… shows what file is currently open. Can now be directly opened via Package Editor's open in menu.
…porting ME1/ME2 content to ME3, for #39
…re better ways to do this with property engine.
…build streaminglevels list to edit menu as its not really debug anymore and is useful. Make SMCA menu not autoclose when selecting items. Make propertycollection add offsets to structproperties when reading.
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ME3Explorer ME3Tweaks Fork 3.1.2.12
This build focuses on improvements to Meshplorer and Pathfinding Editor, but there's a few other fixes in there too.
Changes in this build
Taskbar: Fixed Pathfinding Editor opening Sequence Editor instead
Pathfinding editor: You can right click a node in Pathfinding Editor to see what sequence objects reference it. This isn't 100% perfect yet. You can then click that item and directly view the object in sequence editor, which should significantly cut down time to find certain objects
Pathfinding editor: New node types:
Pathfinding editor: New layer 'Everything else' that will show level items not currently supported by other layers
Pathfinding editor: Fix duplicate To Pathnode item that was actually supposed to be to SFXNav_TurretPoint. Was just a text error
Pathfinding editor: StaticMeshActorNode now shows name of the staticmeshcomponent if a Tag is not assigned, making it faster to identify what it is
Pathfinding editor: SFXGrenadeContainer, SFXAmmoContainer comment text shows respawn status, respawn time
Pathfinding editor: SFXOperation_ObjectiveSpawnPoint comment now shows location (table or floor)
Pathfinding editor: BioTriggerStream now shows visiblechunknames for all states, which should make identifying them easier
Pathfinding editor: Relinking to Collision Component when using Clone Node should now properly relink. Depending on the node it may still require manual relink, but now should work across all object types
Pathfinding editor: Checkbox items in menus (not the main layers) will keep the menu open. So you can pick and choose multiple combatzones, staticmeshcollectionactors without having to dig through the menu a bunch of times
Pathfinding editor: You can now add coverslotmarker to SFXCombatZones, previously it was just a WIP but now it fully works. However due to coverlink highlighting it may be more difficult to highlight, may need to find a way to make it easier to click on coverlink and then select combat zone
Pathfinding editor: Relinking to Collision Component when using Clone Node should now properly relink. Depending on the node it may still require manual relink, but now should work across all object types
Pathfinding editor: Added feature to show a top-down polygon of the 3D volume object for different types of objects. You can change them on/off for certain types in the Viewing mode menu, and you can globally turn it on/off with Ctrl+B if you want to quickly flip back and forth. More items may be added in future:
Note that this is simply a 2D view of a top down polygon. Doing an edge traversal to make a new 2D version would be complicated and computationally expensive.
Package editor: Added package editor debug menu item: Automatically recalculate the streaminglevels list in BioWorldInfo for level files. This will automatically find all LevelStreamingKismet and make sure they are in the list of streaminglevels
Package editor: Added package editor debug menu item: Add a name to all files in folder. Used with my TFC rebuilding guide
Package editor: Meshplorer can now be directly opened via Package Editor's open in menu
Package editor: Porting content (via drag/drop) from ME1/ME2 to ME3 will now remove an extra 4 bytes (0x28-0x2B) from the header that are not present in ME3 headers
Interpreter: Force memory refreshes which should help fix some refreshing issues. This is pretty hard to debug since its not easy to reproduce, but I forced memory refresh every time I saw it in code that did not refresh it before
Interpreter: BioTriggerStream, SFXOperation_ObjectiveSpawnPoint exports will automatically fully expand in interpreter, as the useful information in them is always in sub nodes
BinaryInterpreter: Added StaticLightCollectionActor, SeekFreeShaderCache, World objects to Generic scan, maybe someone can see a pattern
ME3Package: Fixed a saving bug if somehow appendflag was set but name table was before exports still. Not sure what caused this for me, but if appendflag was set and name table is before it now appends the name table instead, which will work on the next save as normal
Meshplorer: Add recents menu, support drag and drop, made status bar show filename
Meshplorer: Better texture lookup and handling (by Benji)