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0.10.2

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@ScanMountGoat ScanMountGoat released this 13 May 17:31
· 34 commits to main since this release

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.