UndertaleModTool v0.5.1.0
Overview
Additions:
- The dark mode setting (@VladiStep in #1141, #1221, #1273, #1336, #1342).
- Tabs content state saving and restoring (tab sessions) (@VladiStep in #1152).
- More ways of opening an object in a new tab (@VladiStep in #1232).
- The "Find all references" feature and the new "Find" menu: (@VladiStep in #1246)[0]
Allows you to search for references of any common type asset by right-clicking:
- An asset in the main list
- An object reference in the "Object definition" fields
- A tile on the GMS 2 tileset image (@VladiStep in #1288)
- A texture page item on the embedded texture image (@VladiStep in #1293)[0] - A support for the tile layer exported data (.csv) from "Tiled" (@VladiStep in #1280)[0].
- A proper support for code with multiple functions (@Jacky720, @VladiStep in #1191).
- Proper code editors for shaders (@VladiStep in #1294).
- A support for sequence text tracks (GM 2022.2 - e.g. "Dono’s Tale") (@VladiStep in #1197).
- New scripts - "SpriteOriginCopy.csx", "SpriteOriginCopy2_3.csx" (@fixdude in #1144).
- A support for GM 2023.1 games (e.g. "HoloCure", "Alien XENOCIDE") (@VladiStep in #1206).
- A support for some GMS 2.0 games (@VladiStep in #1205, #1329).
- A support for GM 2023.2 games (and particle systems) - e.g "The Slormancer", "Nova Drift" (@VladiStep in #1238, #1353, #1361).
- An indication for the sub-functions cache building on first decompilation and 3 minutes timeout for it (@VladiStep in #1241).
- Proper sequence model names for debugging and the "Find all reference" results (@VladiStep in #1254).
- A support for games with room path layers (@VladiStep in #1256, #1268).
- A possibility to delete room objects through context menu (@zivmaor, @VladiStep in #1301).
- The "Run other script..." option on missing "Scripts" folder (@VladiStep in #1364).
- An option to export one sprite with padding (@VladiStep in #1367).
Fixes:
- A memory leak of UTMT scripts and the command box (@VladiStep in #1220).
- A bug with textures not being displayed in GM 2022.3+ games; improvements of an "ImportGMS2FontData.csx" script (@Dobby233Liu, @Miepee, @VladiStep in #1048).
- A bug with
PromptChooseDirectory()
infinite loop in CLI (@VladiStep in #1183). - An "ExportAllRoomsToPng.csx" script error (@VladiStep in #1164).
- A crash in CLI version on events replacing (@TheAwoo in #1174).
- A "Texture failed to loaded!" error in the embedded texture editor (@VladiStep in #1199).
- An extension file and function tab titles display (@VladiStep in #1200).
- A room background definition removing (@VladiStep in #1202).
- A crash in "Deltarune 1&2" after a "Ch2 Debug.csx" script (@Jacky720 in #1188).
- The "Gdip" crash in CLI version on loading GM 2022+ games (@VladiStep in #1302).
- An annoying XAML binding error in "Visual Studio" log (@VladiStep in #1228).
Environment.ProcessPath
warnings in "Visual Studio" (@VladiStep in #1234, #1258).- A bug in the code editor that led to freezes on some errors (@VladiStep in #1243).
- The "FindUnusedStrings.csx" script (@VladiStep in #1246)[1].
- A rare crash on drag&dropping within the asset list and the tab panel (@VladiStep in #1264, #1289).
- A crash on the tileset image click (@VladiStep in #1274).
- Incorrect GMS 2 rotated/flipped tiles display (@VladiStep in #1280)[1].
- A bug that broke the "Disassembly" code editor tab on some localizations, e.g. Turkish (@VladiStep in #1298).
- A random
SaveCodeChanges()
crash on data saving (@VladiStep in #1304). - A rare crash on opening the "Disassembly" code tab (@VladiStep in #1322).
- A crash on invalid entered color value (@VladiStep in #1357).
Changes:
- The version flags cleanup and proper GM(S) version in the title (@Jacky720, @Miepee, @VladiStep in #1047; @VladiStep in #1213).
- Game data loading is noticeably faster and uses less RAM (@VladiStep in #1161).
- Made the embedded texture image zoomable and more interactable (@VladiStep in #1293)[1].
- A lot of the font editor improvements: (@VladiStep in #1328, #1331, #1332, #1346)
- Added the red marker for the selected glyph, made the font texture clickable.
- Made the glyphs table show and accept actual characters.
... and more! See the PR description. - Disabled room layers are highlighted with gray color (@VladiStep in #1201).
- The "Timestamp" value (in "General info") is in human-readable format (@VladiStep in #1226).
- An optimization of the "data.win" file context menu options - e.g. "Run game normally" (@VladiStep in #1245).
- An optimization of "ExportAllCode2_3.csx" script (@VladiStep in #1239).
- Room object names improvements (@VladiStep in #1246)[2].
- Made the room instance layer objects resolving safer - adds a support for a "Pizza Tower D3 v3.1" mod and "Heroine Conquest" (@VladiStep in #1266, #1299).
- Made the GMS debugger related things more distinguishable from the debug mode in some games; the GMS debugger file option is hidden by default (@VladiStep in #1330).
- Improved the object reference fields clarity (@VladiStep in #1363).
New Contributors
- @TheAwoo made their first contribution in #1174
- @fixdude made their first contribution in #1144
- @zivmaor made their first contribution in #1301
Full Changelog: 0.5.0.0...0.5.1.0
The CLI version has been moved to the Bleeding Edge release, if you need command line tools get it there, otherwise select "UndertaleModTool_v0.5.1.0.zip".