Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.12 (Windows only)

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Animation editor :

- When Ctrl key is pressed, drawing a rectangle with mouse will directly draw an attack box
- When Shift key is pressed, drawing a rectangle with mouse will directly draw a body box
- When drawing a rectangle with right mouse button, it will draw a box with the previously used type (between attack, body and range)

- When using mouse wheel while Ctrl key is held, it will change frames instead of zoom/unzoom

Local shortcut (work only when widget has focus) :
- O : will set the mode to "offset" mode
- E : will call @bWWd script to extract body box from image


Minor bug fix when a comment was on the right of an attack line @maxman
Changed internal bbox z ignored/"null" value to "-100000", which will prevent a bug where new bbox previously pulled z values from the form spinners.
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- Fixed this bug @O Ilusionista

- Save icon in main editor (the one next to undo and redo buttons) will now indicate if current file is saved or not. There was already a save indicator in the left panel, but this one is useful when you have lots of files opened and still want to see a save indicator no matter what (without having to scroll the left panel to check)

- Advanced backup system is now fully background threaded so it won't slow down the saving process. Before the advanced backup was done in the main GUI process so its operations could cause a bit of lag/freeze when the backup database was big.
- Added an option "Null collision reuse original format". When enabled, the animation editor will try to reconstruct empty collision (attack 0, attack none, bbox 0 0 0 0, and so on) with the original format that was set if data is still empty. It's enabled by default.

- In "Edit -> Settings > Misc", added a field "Null collision format". This is the default values for new empty collisions lines (or for new and old empty collisions lines when option mentioned above is disabled). It defaults to "none". So for example, if you want your default new collision to be like "bbox 0 0 0 0" or "attack 0 0 0 0", then just put "0 0 0 0" in this field.

@Kratus Probably a good workaround for you ;)
- Level Editor : fixed a bug where "at" was loaded as 0 in right form @O Ilusionista

- Entity Editor : fixed a bug where platform polygon would get disconnected and no longer triggered updates in animation text @bWWd

- Projects : fixed a bug where CMT would always ask "legacy" question for project using local settings.ini instead of global
- The first time you load a project (since this update), CMT will ask you if you want to load (and save) settings from the project folder.

- If you say yes, from now on, when using this project, CMT will read and save its settings from 'cmt-settings.ini' located in the project folder (the file will be created when needed if it doesn't exist)

- If you say no, when using this project, CMT will read and save its settings from the global/shared 'settings.ini' (as before)



- In the same way, the first time you load a project (since this update), CMT will ask you if you want to use legacy commands style or not.

- The value will be saved and loaded per project even if you use only global settings (see option above for what this means)

- CMT will ask you these questions only once per project. If you want to reset your answers, the easiest route is just to remove the project and add it again



- Reorganized options menu so that options are now grouped by theme

- Changed "Toggle focus mode on hover" default value to disabled

@bWWd
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- Added an option to disable focus toggle when mouse hover in lower left corner (toggling focus mode will still work, but you'll need to click, not just hover with the mouse cursor)

- Added a button to overwrite settings & cache location (the button is shown on the project selection menu, at the start of the app, near the top of the window)

- Will now ignore "facing" commands with missing value

- In 0.6.x branch, a missing @end_script would cause an inescapable error loop if you had attacks in your animation. It is now fixed.

@bWWd
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Prepare PAK tool : will now ignore non-existing files referenced in models.txt @bWWd
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