Releases: astrochili/defold-trenchfold
Releases · astrochili/defold-trenchfold
1.8.1
Updated
- Updated
GameConfig.cfg
to version 9 according to the TrenchBroom 2024.2 release.
1.8
Added
- #1 Parse geometry directly from the
.map
file, no need to export.obj
anymore. Special thanks to @dlannan 🥳🙏👍. - Textures that were not found will be replaced with a technical texture 🟪 to notice.
Fixed
- No longer dependent on the
assets/textures
path and it's possible to place textures anywhere in the project.
BREAKING CHANGE
- Since now there is no strict binding to the
assets/textures
folder, you should update both the TrenchBroom configuration folder and replace all texture paths inside the.map
file with paths relative to the project root.
1.7.2
Fixed
- 8bfe8d5 A small bugfix by @ReanimatorXP for
map
file parser.
1.7.1
1.7
Added
- #12 Updated Defold GameConfig.cfg to work with latest Trenchbroom version 2024.1. @marlowesmonkey 🙏.
- #9 Made all meshes and collision objects positioned relative to their game object. @ReanimatorXP 🙏.
Fixed
- #11 Fixed spaces parsing in texture paths. @ReanimatorXP 🙏.
1.6.2
Fixed
- Fixed folders creation and cleaning problems when using
cli.lua
on Windows.
1.6.1
Changed
- For clarity, the extension now has a name - TrenchFold.
Added
- Asserts in the
cli.lua
file explaining to the user about the two required arguments.
1.6
- #8 Fixed new line characters parsing on Windows (thanks to @ReanimatorXP)
- Removed auto-converting propeties names from
_color
tocolor
since the color picker was fixed in TrenchBroom.
1.5
- Added the
textureN
property to entities to allow set additional material textures. - Added script properties overriding with
#component_id.property
. - Added auto-converting the property name from
_color
tocolor
. - Updated light entities to support defold-illumination.
- Fixed minor bugs.
1.4
Fixed all the Windows related bugs (I hope):
- Fixed textures paths in
*.mtl
parsing. - Replaced shell script with powershell script in the
Prepare Map Components Folders
action.