The ModTools font as well as all colors are configurable! Allows you to easily dump the mesh and textures of any growable from its info panel Shows the asset name for each growable building Run any C# code live from the debug console. ![]() ModTools will catch and display all of your mods' unhandled exceptions. You should use Unity's Debug.Log functions to log to the new console and not DebugOutputPanel. A much improved debug console (F7) with an integrated stack trace viewer. There are several other things that ModTools will do to make your life easier: )Īlso ModTools supports in-game preview (and dump to disk) of the following types: All Assembly-CSharp types (BuildingManager, Vehicle, NetNode. Almost all Unity types (GameObject, Component, Transform, Material, Camera, Vector3, Color. All built-in types (int, uint, float, string, etc.) I advise you to check out the video above to get an idea how all of this works.Ĭurrently the SceneExplorer supports the following. The scene explorer allows you to place watches on variables that are of interest which puts them in a separate window for monitoring. ![]() You can browse deep within the object hierarchy and see and edit every variable in real-time. It works through reflection and has knowledge of most types you will encounter. The main feature of ModTools is the scene explorer which allows you to examine all objects in the current scene (all GameObjects, Components and their fields, properties and methods). This will only lead to angry users who poked in the wrong place. Do not reference the mod DLL in your own mods and/ or distribute it to users. Added an online update/version checker.Mod authors - this is not a library or framework for your mods.Added timer functions to adding files and processing.Fixed an issue with calculating extents.Fixed an issue with European locales using commas instead of decimal places when parsing floating point numbers.Fixed missing the Geometr圜entre when moving YBNs.Removed some debugging code accidentally left over.Will prompt you to update when running an old version Added an online update/version checker.Added a Calculate Vector Differences tool in the Edit menu.Added some forms for the future (Legacy Tools).(This was a general gims exporter issue from older versions) Updated Codewalker.Core so when saving ybns it automatically recalculates poly edge counts.This will save an original copy of the file with '.old' appended to it Added a 'Backup Files' option to the Edit Menu.New other stuff, changelog is included in program, can't be bothered updating it here. ![]() Huge shoutout to dexyfex and Codewalker, if it wasn't for him none of this would be possible. Please do not reupload this anywhere without my prior permission Then you press start, it'll process the files and then it's done! So people who can't work you get where you want to move the map to and subtract the current position. Yes that's right an offset, not a new location. So it's very simple to use, press file select either your file(s) or folder(s) and it will put your ymaps and ybns in the list. Yes this is a newer and MUCH better version of my old Ymap Tools I made a long long time ago that every was chasing me for.Įxtract ALL the files in the. I noticed that a lot of custom maps were put in the same spot, so I made this to make it easier to move them. ![]() This tool was created for the purpose of moving maps.
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