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Releases: ScanMountGoat/ssbh_editor

0.10.6

14 Oct 13:57
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on GitHub with information on your operating system and GPU specs.

Changelog

For a full list of changes for each version, see the changelog.

Fixed

  • Fixed a regression in animation playback causing playback speeds less than 1.0 to not work.

0.10.5

02 Oct 14:59
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on GitHub with information on your operating system and GPU specs.

Changelog

For a full list of changes for each version, see the changelog.

Added

  • Added an option to convert a parent bone to bone influences in the Mesh Editor.
  • Added anisotropic rotation to the shader information in the Matl Editor.

Changed

  • Improved layout consistency for editors using a grid layout.

Fixed

  • Fixed an issue where the "Remove Bone Influences" button in the Mesh Editor did not actually remove influences.
  • Fixed an issue where some materials would render with the wrong anisotropic highlight rotation.

0.10.4

23 Jul 14:52
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on GitHub with information on your operating system and GPU specs.

Changelog

For a full list of changes for each version, see the changelog.

Added

  • Added an option to remove unused entries in the Modl Editor.
  • Added Modl > Rebuild from Mesh to the Modl Editor to both add missing entries and remove unused entries.
  • Added Meshes > Hide Ink Meshes for hiding stage ink meshes.
  • Added an option to automatically hide ink meshes to application preferences.

Changed

  • Adjusted long material labels to wrap instead of clip in the Modl Editor, Matl Editor, and Material Preset Editor.
  • Adjusted mesh name text boxes in the Mesh Editor to not clip.
  • Adjusted texture parameter names in the Matl Editor to show the color channels used by the shader on hover.
  • Moved editing of model files to a separate tab in the Modl Editor.
  • Adjusted the behavior of Meshes > Show All to also show meshes instead of just models.
  • Adjusted the behavior of Meshes > Hide Expressions to not hide ink meshes.
  • Changed the Max Anisotropy selector in the Matl Editor to not include the None variant to better reflect in game data.

Removed

  • Removed the Advanced Settings toggle from the Matl Editor and Material Preset Editor. Right click textures to rename instead.
  • Removed the Advanced Settings toggle from the Mesh Editor. Advanced editing options are now always enabled.
  • Removed the Advanced Settings toggle from the Modl Editor. Advanced editing options are now always enabled.
  • Removed Modl > Add Entry from the Modl Editor. Add entries based on the current numshb instead.

Fixed

  • Fixed an issue where the texture drop down in the Matl Editor did not correctly ignore case.

0.10.3

15 May 16:30
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on GitHub with information on your operating system and GPU specs.

Changelog

For a full list of changes for each version, see the changelog.

Fixed

  • Fixed an issue where bones and the floor grid did not render properly.

0.10.2

13 May 17:31
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on GitHub with information on your operating system and GPU specs.

Changelog

For a full list of changes, see the changelog.

0.10.2

Changed

  • Adjusted material list side panels for Matl Editor and Material Preset Editor to support scrolling.

Fixed

  • Fixed an issue where emission and CustomVector3 alpha did not render in the viewport.
  • Fixed an issue where the CustomFloat16 depth offset parameter did not interact properly with the camera in the viewport.

0.10.1

Added

  • Added validation for duplicate material labels.
  • Added validation for invalid sampler filter modes when anisotropic filtering is enabled.
  • Added validation for mesh vertices having at most 4 assigned skin weights.

Fixed

  • Fixed an issue where the application would crash immediately when a sampler used nearest filtering and enabled anisotropic filtering.
  • Fixed an issue where the floor grid would not blend properly with models when using debug shading modes.

0.10.0

Added

  • Added support for editing the near and far clip distance to the Camera Settings window.
  • Added Meshes > Expand All and Meshes > Collapse All menu options.
  • Added the ability to change the current frame using the arrow keys while hovering over the animation slider.
  • Added additional keyboard shortcuts while hovering over the animation slider. See the wiki for details.

Changed

  • Changed the color space of the color picker in the Matl Editor to be linear to be consistent with the linear float values used in game.
  • Adjusted animation bar to show final frame index for all loaded animations.
  • Changed the appearance of the visibility toggle icon.
  • Changed the Matl Editor and Preset Editor to use a side panel to select the entry to edit as well as manually reorder entries using drag and drop.
  • Moved material deletion to right clicking the selectable material label in the material list panel.
  • Changed the Nutexb Viewer to make selecting mipmaps easier.
  • Changed the appearance of the layer selector in the Nutexb Viewer to include face names like "X+" or "Z-".
  • Changed the Render Settings window to be resizable and support scrolling vertically.
  • Adjusted values to be editable in the List view for the Anim Editor.

Fixed

  • Fixed an issue where the Modl Editor and Mesh Editor would not correctly highlight meshes in the viewport.
  • Fixed an issue where the application would crash immediately when enabling wireframe rendering.
  • Fixed an issue where RENORMAL material validation checks did not apply to the appropriate meshes.

0.9.3

06 Oct 13:36
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on github with information on your operating system and GPU specs.

Changelog

For a full list of changes, see the changelog.

0.9.3

Fixed

  • Fixed an issue where models would render with color banding artifacts in the viewport.

0.9.2

Fixed

  • Fixed a regression where the application would crash immediately when entering values in the material editor.

0.9.1

Added

  • Added an option to adjust application zoom with Ctrl +/- or Cmd +/-. Reset the zoom with Ctrl + 0 or Cmd + 0.

Changed

  • Reduced CPU and GPU usage while the application is idle.
  • Enabled text wrapping for log messages.
  • Adjusted Nutexb Viewer to show the raw image color to make sRGB vs non sRGB formats render consistently.
  • Camera animations will now be unloaded when clicking File > Clear Workspace.

Fixed

  • Fixed an issue on Windows where the main window would flash white on startup.
  • Fixed an issue where some models would render as black due to incorrectly applying SH ambient lighting.

0.9.0

Added

  • Added an option for manually setting the UI scale in preferences to fix scaling issues on some systems.
  • Added playback support for lighting animations in the viewport.
  • Added playback support for camera animations in the viewport.
  • Added validation for mesh vertex weights with zero weight.
  • Added an option for overriding the default camera values in Camera Settings.

Fixed

  • Fixed an issue where the animation file name could not be properly edited in the Modl Editor.
  • Fixed an issue where clicking Viewport > Reset Camera did not immediately update the viewport.

0.8.4

15 Jan 00:38
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. Intel Mac builds aren't currently provided at this time but can be built from source with Rust installed. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Changelog

For a full list of changes, see the changelog.

0.8.4

Fixed

  • Fixed an issue where emission only materials rendered with specular lighting.
  • Fixed an issue where fog rendering would darken half the scene with no lighting loaded.

Changed

  • Save as dialogs in editors default to the currently opened file's folder and file name when saving.

0.8.3

Added

  • Added support for stage fog rendering.

Fixed

  • Fixed an issue where UV animations would sometimes be incorrectly flipped.
  • Fixed an issue where CustomVector8 alpha did not update properly in the viewport.
  • Fixed an issue where the application would log an error if the user presets.json file was missing.
  • Fixed an issue where bone names would render on top of editor windows and menus.
  • Fixed an issue where CustomFloat19 did not render properly for models like Olimar's helmet.
  • Fixed an issue where some anim files would not read or save with correct scaling information.

0.8.2

Added

  • Added shader information for shadows and lighting to the Matl Editor.
  • Added a Device Info window for showing information about the GPU currently used by SSBH Editor.
  • Added default material presets with more consistent naming and additional alpha options.
    • These presets are always available and not editable.
    • Existing material presets are still editable as before from the Preset Editor.
  • Added an option to create a new material in the Preset Editor.

Changed

  • Screenshots save with transparent backgrounds when using supported formats like PNG.
  • Increased width of UI elements in Skel Editor to avoid cutting off long bone names.
  • Changed the Skel Editor modes to use tabs to be consistent with other editors.
  • Modified preset loading behavior to not create a default presets.json file if not necessary.
  • Select either Default or User tabs when applying a material preset in the Matl Editor.
  • Replaced Albedo debug mode with Unlit mode that shows texture and material coloring without lighting or vertex colors.

Fixed

  • Fixed an issue where materials did not update properly in the viewport when using Matl Editor menu options.
  • Fixed an issue where the floor grid would occasionally have white artifacts at the horizon.
  • Fixed an issue where alpha sample to coverage did not render properly on the Metal API for MacOS.
  • Fixed an issue where loading scenes with lots of materials would create too many samplers for some GPU drivers.

0.8.1

Fixed

  • Fixed a regression causing crashes when loading some large mesh files.

0.8.0

Added

  • Added experimental swing collision shape rendering. After adding the animation folder, assign the swing.prc and toggle visibility in the Swing tab.
  • Added validation for vertex weights being normalized.
  • Added support for loading folders by dragging and dropping files or folders onto the application.
  • Added a list view tab to the Anim Editor for showing animation track values.
  • Added validation for premultiplied shaders with a Source Color of SourceAlpha.

Changed

  • Adjusted the behavior of adding folders and reloading folders to preserve toggled model and mesh visibility.
  • Adjusted the behavior of reloading folders to reapply assigned animations.
  • Added a tooltip explaining why editing of some Vector4 components is disabled when unused by the shader.
  • Adjusted the MeshEx Editor to highlight the selected mesh in the viewport on hover.

Fixed

  • Fixed an issue causing the MeshEx Editor to not track changes or update properly in the viewport.
  • Fixed an issue where skeletal animations would not reset properly when removing all animation slots.
  • Fixed flickering due to Z-fighting on double sided meshes when using debug shading modes.
  • Fixed an issue where the Matl Editor would sometimes disable editing for too many Vector4 components.

ssbh_editor 0.7.2

24 Nov 17:24
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in macos_arm64. Intel Mac builds aren't currently provided at this time but can be built from source with Rust installed. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Changelog

For a full list of changes, see the changelog.

0.7.2

Added

  • Added an option to Render Settings to toggle an infinite floor grid in the viewport.
  • Added the ability to reorder entries in the Skel Editor, Mesh Editor, and Modl Editor using drag and drop.

Changed

  • Adjusted the new release window to display the changelog for the newer releases.
  • Adjusted the files list to show dedicated icons for different file formats.

Fixed

  • Fixed a crash when enabling Draw Bone Axes in Render Settings.
  • Fixed an issue where hovering over an entry in the Modl Editor would sometimes outline the wrong mesh in the viewport.

0.7.1

Added

  • Added an option to add missing model.numshexb or model.adjb file by right clicking a folder.
  • Added an option to quickly reset the camera under Viewport > Reset Camera.
  • Added a heuristic for determining if a shader uses premultiplied alpha to the Matl Editor and viewport rendering.

Changed

  • Improved tooltips for multiple editors and windows.
  • Adjusted applying a material preset to preserve sampler values when possible.
  • Modified the Modl Editor to outline the selected mesh in the viewport.
  • Improved rendering of spritesheet animations.

Fixed

  • Fixed an issue where some compressed UV transform animations failed to parse correctly.
  • Fixed the graph not showing all UV transform fields in the Anim Editor

0.7.0

Added

  • Added an option to open or add recently opened folders under File > Open Recent Folder and File > Add Recent Folder to Workspace.
  • Added an option in Matl Editor to delete materials unused by model.numdlb.
  • Added a visual indication in the files list for files with unsaved changes.
  • Added an option to hide or show all meshes in the viewport under the Meshes menu.
  • Added a toggle for scaling vertex colors by their scale value like 2.0 for colorSet1.
  • Added the ShaderComplexity debug mode for viewing estimated performance costs of materials.
  • Added an option to change the preferred GPU backend from preferences or the --backend commandline flag.
  • Added an option to edit model file names to the Modl Editor.

Changed

  • Modified the Camera Settings window to use degrees instead of radians for FOV.
  • Improved tooltips for various editors.
  • Reworked the Mesh Editor to be more compact and outline the selected mesh in the viewport.
  • Reworked the Modl editor layout.
  • Adjusted tooltips to only display when the mouse is not moving.
  • Adjusted formatting of displayed keyboard shortcuts on menu buttons.
  • Improved accuracy for animation scaling.
  • Removed the incorrectly named inherit_scale field from the Anim Editor.

Fixed

  • Fixed an issue where the application would perform unecessary work while the Hlpb Editor is open.
  • Fixed an issue assigning mesh objects with repeated names in the Modl Editor in advanced mode.
  • Fixed an issue where colorSet5 texture blending didn't work properly on some stages.
  • Fixed an issue where applying a material preset would not update immmediately in the viewport.
  • Fixed an issue reading some custom anim files with uniform scaling.

ssbh_editor 0.6.3

26 Aug 16:13
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SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ 2015 runtime, which can be downloaded from https://www.microsoft.com/en-us/download/details.aspx?id=52685. This only needs to be installed once.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in macos_arm64. Intel Mac builds aren't currently provided at this time but can be built from source with Rust installed. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Changelog

For a full list of changes, see the changelog.

0.6.3

Added

  • Added an option to add and delete constraints to the Hlpb Editor
  • Added validation for model.numdlb entries.
  • Add basic support for rendering animations to a GIF or image sequence.

Changed

  • Improved alignment and consistenty of UI elements.
  • Show a warning icon if a nutexb thumbnail fails to load.
  • Adjusted disabled parameters in the Matl Editor to indicate on hover that the parameter is unused.
  • Improved the display of validation errors to appear next to the effected entry or field for better readability.
  • Reduced the strictness of the check for UV wrapping to avoid false positives for cases like eye textures.
  • Adjusted the texture selector to prevent assigning cube maps to 2D textures and 2D textures to cube maps.
  • Improved logging when importing XML material presets missing a MaterialLibrary node.

Fixed

  • Fixed an issue where the viewport failed to update after deleting materials.
  • Fixed an issue where the current frame would be set to NaN when playing empty animations.
  • Fixed an issue where animations could be assigned to the wrong model and fail to play in the viewport.

0.6.2

Added

  • Added rendering support for CustomVector34.
  • Added rendering support for CustomVector47.
  • Added validation for invalid material shader labels.
  • Added support for editing depth bias to the Matl Editor.
  • Added an option to remove a loaded folder in the file list by right clicking and clicking remove.
  • Added screenshot saving support to Viewport > Save Screenshot.

Changed

  • Moved validation warning icons to the file button itself to always show thumbnails.
  • Improved default values when adding missing required parameters in the Matl Editor.
  • Improved material parameter descriptions for the Matl Editor.
  • Changed vector component descriptions in the Matl Editor to display on hover instead of requiring advanced mode.
  • Adjusted animation looping to apply individually to each animation.

Fixed

  • Fixed an issue where adding missing color sets in the mesh editor would add each attribute twice.
  • Fixed an issue where bone axes failed to render in the viewport.
  • Fixed an issue where shader and mesh attribute errors didn't update in the viewport properly.
  • Fixed an issue where opening a folder didn't take into account the hide expressions setting.
  • Fixed an issue where the material selector layout would break on some numatb files.

0.6.1

Added

  • Added a viewport background color option to preferences.
  • Added a reset button to preferences.
  • Added validation for not using the Repeat wrap mode when UVs are outside the 0.0 to 1.0 range.
  • Added vertex skinning and mesh parenting toggles to render settings to help debug animation related issues.
  • Added an option to load an entire render folder to the Stage Lighting window with File > Load Render Folder.

Changed

  • Improved performance when adding new folders to an existing workspace.
  • Adjusted validation error messages for clarity and conciseness.
  • Changed the Matl Editor layout to always show all parameters even without advanced settings checked.
  • Removed unused SHCP information from Stage Lighting window.

Fixed

  • Fixed an issue where canceling a folder dialog would clear the existing files.
  • Fixed an issue where the Lighting Window reset button didn't work properly.
  • Fixed an issue where loading lighting files would create errors about loading empty paths.
  • Fixed inconsistencies in sorting for opening folders vs reloading the workspace.
  • Fixed an issue where resaving a skeleton would incorrectly transpose the transforms.

0.6.0

Added

  • Added a graph viewer tab to the anim editor for graphing animated values over time
  • Added a field of view (fov) option to the Camera Settings window.
  • Added an option to match order from a numshb file in the Mesh Editor.
  • Added options to manually reorder bones or match a reference nusktb in the Skel Editor.
  • Added a window for viewing and editing vertex attributes to the Mesh Editor.
  • Added remaining fields to the Hlpb Editor.
  • Added validation errors for duplicate mesh subindices, which can lead to incorrect skin weights in game.
  • Added validation errors for numshb files for missing required attributes.
  • Added validation for model.adjb file entries.
  • Added lighting window to Menu > Stage Lighting for loading files in the viewport for lighting, luts, and cube maps.
  • Added the MeshEx Editor for editing model.numshexb files.
  • Added an option to automatically hide expressions to application preferences.
  • Added an option to generated missing model.adjb entries in the Adj Editor.
  • Added an option to display bones in a heirarchy tree in the Skel Editor.
  • Added controls to the animation bar to control playback speed and looping.

Changed

  • Changed RGBA channel toggles to use toggle buttons to be more compact than checkboxes.
  • Adjusted the layout of the Hlpb Editor to be more compact.
  • Improved UI layout and consistency.
  • Adjusted loading a model folder to automatically load model.nuanmb animations.
  • Adjusted the material selector to show an error icon next to materials with errors.

Fixed

  • Fixed an issue where hiding a model folder had no effect when using debug shading.
  • Fixed an issue changing the unk type for orient constraints in the Hlpb Editor.
  • Fixed an issue where saving a numshb file would sometimes result in incorrect vertex skinning in game.
  • Fixed scaling of invalid attributes and invalid shader checkerboards for high resolution screens.
  • Fixed an issue where a bone could be parented to itself in the Skel Editor, causing errors when saving.

ssbh_editor 0.5.2

17 Jul 17:45
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SSBH Editor

Application configuration files have been moved to work more consistently across platforms. See the README for editing the files manually and importing material presets.

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ 2015 runtime, which can be downloaded from https://www.microsoft.com/en-us/download/details.aspx?id=52685. This only needs to be installed once.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in macos_arm64. Intel Mac builds aren't currently provided at this time but can be built from source with Rust installed. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Changelog

For a full list of changes, see the changelog.

0.5.2

Added

  • Added an Anim Editor for editing track flags.

Changed

  • Improved application framerate and responsiveness. These changes mostly benefit devices with integrated graphics.
  • Disabled editing Vector4 components in the Matl Editor that are not used by the shader.
  • Improved rendering accuracy for specular and anisotropic specular.

Fixed

  • Fixed the scrollbar not appearing in the Preset Editor window
  • Fixed default stage lighting values causing rim lighting to be disabled.
  • Fixed a crash when opening a new folder with the Matl Editor open.
  • Fixed a crash when resizing the window to be as small as possible.
  • Fixed a rendering issue where CustomBoolean4 failed to toggle indirect specular in the viewport.
  • Fixed an issue where some materials would incorrectly render as having specular lighting.

0.5.1

Added

  • Added wireframe rendering to debug shading.
  • Added bone axes rendering for showing accumulated bone world orientations.
  • Hovering over a material in the material selector now shows the effected meshes in the viewport.
  • Added additional fields to Hlpb Editor

Changed

  • Available animations are grouped by folder in decreasing order of affinity with the model folder. This allows assigning animations from any folder.
  • File > Save in editors overwrites the original file. Use File > Save As to save to a new location.
  • Improved accuracy of nuhlpb rendering for orient constraints.

Fixed

  • Fixed various issues with the slider control such as clicking updating the value.
  • Fixed the #replace_cubemap texture having no thumbnail in the material editor.

Removed

  • Removed the system console on Windows.

0.5.0

Added

  • Added the ability to add the current material as a preset from the Matl Editor.
  • Added the Material Presets Editor to Menu > Material presets based on the Matl Editor UI.
  • Added adjb files to the files list.
  • Added the Adj Editor for editing model.adjb files.
  • Added validation errors related to adjb files and RENORMAL materials.
  • Added a light mode theme.
  • Added the ability to duplicate materials in the Matl Editor.
  • Added a camera settings menu.
  • Added an application icon.
  • Added links to the Github wiki for editor menus.
  • Added missing parameters when editing samplers in the Matl Editor.
  • Added a link to the material parameter reference to the Matl Editor.
  • Added a UV test pattern option for UV debug modes to better show texture orientations.
  • Added a preferences window for selecting light or dark mode.
  • Added the ability to import material presets exported from ssbh_data_json, Cross Mod, or MatLab.
  • Added an option to remove duplicate materials to the Matl Editor and Preset Editor.

Changed

  • Improved layout of validation error messages when hovering over a file.
  • Errors when loading or saving the presets.json file now show in the application log.
  • Adjusted the layout of the material editor to be more consistent.
  • Changed the material preset selector to not be resizable to avoid text wrapping.
  • Selected meshes and models in the mesh list now render an outline on hover.
  • Changed the widget for editing float values to more clearly indicate the value and be easier to use.
  • Adjusted the UI for improved layout consistency.
  • Changed the Vector4 labels in the Matl Editor to be more descriptive in normal and advanced mode.
  • Adjusted keyboard shortcuts on MacOS to use the command key instead of ctrl.
  • The Matl editor now always shows the render pass selector.
  • Wrap coordinate values outside the 0.0 to 1.0 range for UV debug modes similar to a repeat wrap mode.
  • Animations are automatically associated with individual model folders and assignable from the Animations tab instead of the Files list.
  • Models will show up in debug shading modes or selected outlines even if no material is properly assigned.
  • Material presets and application settings are now stored in an application data directory. See the README for details.