Releases: bruvzg/gdsdecomp
Releases · bruvzg/gdsdecomp
v0.7.0
What's Changed
- Added support for decompiling 4.3 scripts
- Added support for loading and saving 4.3 resource formats
- 4.x GLB scene export
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
.assets
directory in the project folder where they won't be picked up for import.
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
- Add compiling scripts feature - all bytecodes which we have support for decompiling can be compiled to.
- Fix incorrect file offsets when exporting PCK by @cgytrus in #168
- Add support for new embedded PCK loading by @nikitalita in #189
- Fix compiling GDScript 2.0 by @nikitalita in #190
- Numerous other bugfixes, including fixing a number of crashing on exit bugs
New Contributors
Full Changelog: v0.6.2...v0.7.0
v0.7.0-prerelease.1
What's Changed
- add support for decompiling 4.3 scripts
- Add support for loading and saving 4.3 resource formats
- 4.x GLB scene export
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
.assets
directory in the project folder where they won't be picked up for import.
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
- Add compiling scripts feature - all bytecodes which we have support for decompiling can be compiled to.
- Fix incorrect file offsets when exporting PCK by @cgytrus in #168
New Contributors
Full Changelog: v0.6.2...v0.7.0-prerelease.1
v0.6.2
What's Changed
- Fix godotver parsing to match tagged godot versions
- Remove Personal identifiable information in the logs
- Fix erroneous plugin error report
- Fix GDRESettings memory leak
- Fix logger causing a crash at exit
- Load macOS .app folders
Full Changelog: v0.6.1...v0.6.2
v0.6.1
v0.6.0
What's Changed
- 4.x Ogg stream export support
- ADPCM sample export support
- 2.x sample export support
- DXT texture export support by @Lock-The-Door in #150
- 4.x Fontdata export support
- Fixed issues with 4.2 exports having malformed import files
- Support for restoring gdnative/gdextension plugins
- Fixed issue with WebP exports not being saved
- Numerous bug fixes and refactoring
- Synced with 4.2
New Contributors
- @Lock-The-Door made their first contribution in #150
Full Changelog: v0.5.3...v0.6.0
v0.5.3
What's Changed
- Fix GDScript decompilation for Godot versions 2.1, 3.1, and 3.5 by @nikitalita in #123
- Fix import loading on >=4.0.2 by @nikitalita in #125
- Godot 2.x fixes by @nikitalita in #127
Full Changelog: v0.5.2...v0.5.3
v0.5.2
What's Changed
Auto-converted resource export bug fixes:
- Fixed packed scene conversion for auto-converted scenes, Fixes #119
- Fix removal of auto-converted resources that were successfully recovered for Godot 3.x projects
Pack loading improvements:
- Fix version detection if not recovering from a PCK
- Skip MD5 hash checking if MD5 fields in PCK are empty
- Make project config loading optional during pack loading (some games have chained packs that do not have them)
- Improve finding the offset for embedded PCK files in executables
- Added CLI option to ignore MD5 verification failures during recovery/extraction
Full Changelog: v0.5.1...v0.5.2
v0.5.1
What's Changed
Godot 4.0 improvements:
- Add support for exporting 4.x auto-converted resources
- Godot 4.0 finally fixed auto-converting resources from text to binary upon export, so now we support converting them back
- Support for binary format version 5 (the default in Godot 4.0)
- Add support reading/writing 4.x variant types in binary resources
Bug fixes
- Fixed progress dialog not displaying during project recovery
- Fixed window resized
- Fix scene property variant writing
- Fix ESCN export to always be text format version 2
Full Changelog: v0.5.0...v0.5.1
v0.5.0
What's Changed
- Synced up with Godot 4.0 release
- OpenGL renderer is now the default. If you have had previous problems with running GDRE Tools in GUI the past, you should have better luck now.
- various bug fixes
Full Changelog: v0.4.8...v0.5.0
v0.4.8
What's Changed
- sync with master @ daf168f4 by @nikitalita in #98
- Refactor import, determine Godot version from bin resources by @nikitalita in #99
- Resync with master, fixes by @nikitalita in #100
- Add issue templates by @nikitalita in #104
- Logging cleanup by @nikitalita in #106
- Improved translation key guessing by @nikitalita in #107
- vscode templates for bootstrapping by @nikitalita in #108
Full Changelog: v0.4.7...v0.4.8