Releases: igorseabra4/IndustrialPark
Releases · igorseabra4/IndustrialPark
Industrial Park Preview 28.1
- New templates: Bungee Hook, Bungee Drop, Hovering Platform, Springboard, PLAT Texas Hitch, updates DuplicatotronSettings
- Asset Data Editor: Boulder and Button flags updated
- Adds PLAT data editor with specific PLAT types
- PLAT Preview is now Movement Preview, since it displays any placeable asset which has Drivenby sent to another one
- Movement Preview for VILs: rotate around the MVPT based on Movement Radius
- MODL and JSP assets now have a working mesh color and texture name editor
- EventSearch and PlatSearch now available on Release builds (under Research/Advanced tab)
Industrial Park Preview 27
- Archive Editor: opening, closing and placing a template should be much faster now.
- PLAT preview functions: this is available under Display. IP will try to preview the movement of PLAT assets and other assets which use the Drivenby event for movement. This is still experimental and the preview might not be precise.
Industrial Park Preview 26
- Event Editor: allows you to copy and paste events and choose events from combo boxes
- Autocomplete suggestions for asset search and target asset on events
- New templates: checkpoint and invisible checkpoint
Industrial Park Preview 25.1
- Fixes bug in which User Template list did not update
- Adds Delete and Rename buttons to User Template Manager
- New default templates: Golden underwear, smelly sundae, artwork, steering whell and power crystal
Industrial Park Preview 25
- Archive Editor: fixed bug in which asset list went blank.
- Archive Editor: Collapse Layers function. This merges all layers of each type into one.
- New templates: Teleport Box, Arf + Arf Dawg, Bus Stop, Throw and Freezy Fruits
Industrial Park Preview 24
- Asset Templates: the context menu to select them is now categorized
- Place templates directly into the Archive Editor by right clicking
- Asset list in Archive Editor now uses a ListView instead of a ListBox
- Hide individual assets: use the checkbox in the asset list to do this. Hidden assets are saved to the project JSON
- IP will warn you before opening a large amount of Asset Data Editors
- Click to select is more precise (specially for the rotation gizmo)
- Fixes bug in which placing an asset with a name too long would crash the program
Industrial Park Preview 23
- Changed the way the program handles rotations completely: now uses yaw, pitch, roll instead of XYZ, as the game does.
- Major update to gizmos: now includes 4 types (position, rotation, scale and local position). Press V to toggle between them or right click to choose one from the context menu.
- Asset Data Editor: VILP. JSP, MODL and RWTX now have editable fields too.
Industrial Park Preview 22
- Asset data editors: SURF and SHRP (supports SHRP entry types 3, 4, 5 and 6; if a new one is found, it'll warn you and you should tell me!)
- Delete on main form deletes all selected assets
- Duplicatotron template: includes NPCSettings and empty group
Industrial Park Preview 21
- Add Tubelet and TubeletSlave templates
- Fix position for DYNA user templates
- Asset Data Editors: CSNM, PARE, PARP, PARS, LKIT, FLY
- GRUP editor: allows adding all selected assets to group
- FLY editor: allows previewing and obtaining scene coordinates
- Import HIP: now merges COLL, JAW, LODT, PIPT, SHDW and SNDI instead of overwriting or keeping duplicates
- BSP/JSP/MODL editor: read-only texture list for model; RWTX "find who targets" will find models which use that texture
Industrial Park Preview 20
- Archive Editor: import multiple assets. Allows you to select raw data from multiple files and import them as the same type of asset. Automatically patches the SNDI for imported sounds
- Archive Editor: fixes issue in which File -> New would always create Scooby Doo HIPs
- Main Form: Options -> Manage User Templates opens the User Template Manager
- User Templates: aside from the preset templates, you can paste your own assets into the User Template Manager and select them to place as templates, also by right clicking. Any asset can be used as template and position will be set automatically for assets which use that.
- User Template Manager:
- Click on a template and press Delete to delete it.
- Double-click a template to rename it.
- Copy and Paste function the same as Archive Editor's Copy and Paste.
- Import Raw lets you choose raw data from files to turn into templates. You must type the asset type by yourself; all templates must follow [AssetType] TemplateName
- You can also manage user templates manually under Resources\UserTemplates
- Asset Data Editor: CRDT
- More templates