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Releases: z64utils/z64convert

v1.0.4

08 Dec 19:52
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What's new

  • FLOOR_STEEP collision flag now works for models that use it
  • Better multi-file support (for scene conversions in z64scene)
  • Fixed collision flag arg parser (WARP and CONVEYOR types were not parsing their params properly)
  • Refactored collision flag system to address ambiguity involving cases where hi == low == 0
  • Fixed triangle island detection for waterbox generation
  • Collision headers now guaranteed to reference blank cameras (necessary for MM object collisions)
  • Bugfix involving camera ID in polytypes (value was being written into lower 32-bit word instead of upper 32-bit word)
  • Bugfix involving lingering error state that was causing issues with subsequent conversions during same runtime (while using z64convert as a library)
  • Doc writer bugfix for texture addresses (physical segment addresses are now written instead of virtual segment addresses)

Full Changelog: v1.0.3...v1.0.4

v1.0.3

11 Feb 08:13
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What's Changed

  • Multi-file support + scene/room export (and related tests) @z64me in #7
  • Hotfix for displaying symbols in GUI output window

Full Changelog: v1.0.2...v1.0.3

z64convert v1.0.2

07 Dec 09:36
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New in this version:

  • Better circular dependency detection (bug report by Zeldaboy14)
  • QOL improvement on proxy skeleton array output: report empty items

z64convert v1.0.1 release

30 Jul 22:02
7102fde
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Dynamic vertexshading mode implementation is now complete, thanks @turpaan64! 🎉