Releases: UnderminersTeam/UndertaleModTool
Releases · UnderminersTeam/UndertaleModTool
0.1.25
- Fix problems with SampleScripts crashing when launched from different working directory, add error messages in case it happens again
- Set up file associations
- Add regex support in scripts (#122)
- Better handling of corrupted or not fully supported files (#141)
- Implement runtime picker, support for GMS2 runners
- Remove bytecode 17 warning
- Fix os_switch constant value
- Add GamepadButton enum to the decompiler
- Fix problems with decompiling scr_84_debug from Deltarune on Switch
0.1.24
0.1.23
- Fix save error when adding new glyphs (#107)
- Add placeholder editors for TGIN and EMBI (#86)
- Improve YYC game support (#89)
- Fix issues preventing saving of new, empty games (#102, #87)
- Some improvements to the font format (#102)
- Fix the back button being active even when there is nothing in selection history
0.1.22
- Make the visual room editor work on GMS2 games (finally!)
- Remove GMS2 warning messages (it's stable enough already, I guess)
- Make scaled objects look better in the editor, and fix pixel snapping problems on tiles
- Now the path to opened file is displayed on the title bar (#81)
- HeCanBeEverywhere Version 2
- Make the carousel spin very fast if you have multiple Jevils on screen
- Fix a bug that caused the "Jevil was defeated" flag getting set by overworld Jevils, blocking you out of the triple Jevil cell and breaking the shopkeeper interaction
0.1.21
- Make is possible to use asset names directly in the assembler, which greatly simplifies writing scripts
- Add support for the weirdly encoded popenv to the assembler and decompiler (#90, #95)
- Support boolean negation properly in the decompiler (#93)
- Remove unnecessary type casts for one argument expressions
- Fix a bug causing decompilation of gml_Object_obj_vaporized_new_Draw_0 in Undertale to fail (#85)
- Add the HeCanBeEverywhere mod to the scripts
0.1.20
- Fix a bug causing the switch() decompiler to break if the "default" block starts with a condition - @colinator27, #63
- GMS2 room layers can now be created in the editor
- os_type constants now get automatically resolved in the decompiler
- All constants will now be highlighted in the decompiled code view, and their value shown on mouse-over
- Fix "permission denied" error on opening files in Program Files (permissions are needed only for writing)
- A bunch of corrections to the data.win format from @colinator27 and @LinXP, and starting work on bytecode 17 (see #70)
- Fix some of the GEN8 and OPTN format, including the options flags
- Fix potential crash in EXTN
- Implement EMBI
- Implement TGIN (bytecode 17)
- FontKerning structure, UndertaleEmbeddedTexture unknown variable names, minor corrections to various other tiny details
- Some code cleanup regarding resources addressed by IDs
- Add some semi-automated testing code to make sure I don't break stuff going forward
0.1.19
- A lot of work bringing the room editor up to date with GMS2. The preview doesn't work yet, but everything else should - feel free to start datamining the Deltarune rooms! :D
- Most of the new GMS2 functions are now named and added to editors thanks to @colinator27
- Added the ability to sort font glyphs, since they need to be specified in ascending order (#60)
- The decompiler will now resolve the constants passed to draw_text_halign and draw_text_valign
- I think I've seen Gaster playing with my keyboard but I'm not sure what he added
0.1.18
Work on the decompiler continues!
- switch statements now get decompiled properly (finally!) - #6
- 2D array accesses are decompiled now as well
- Keys passed as arguments to keyboard functions will be resolved to actual characters or vk_ constants
- e__VM and e__BG constants in GMS2 compatibility scripts __view_get etc. are now resolved for readability as well
- Added some more functions I missed earlier to builtin type database (mostly collisions and path planning)
- Temp var IDs will now properly reset between decompilation of different scripts, giving reproducible output every time
- Reduce the amount of unnecessary tempvars in the decompiler
0.1.17
Big decompiler update. Please report if you run into any bugs.
- Add support for resolving of numeric IDs (oh, finally!) - #16
- This includes even things that are assigned to variables before being used in functions or are passed as arguments to custom scripts
- As part of this change, arguments that are colors will now be automatically be represented as more meaningful hex numbers
- Fix the 'dup' instruction with tempvars reversing argument order - #54
- Reduce the amount of unnecessary tempvars slightly
- Add automatic translation string resolving for Deltarune - #39