Releases: GDRETools/gdsdecomp
Releases · GDRETools/gdsdecomp
v2.6.0-beta.3
Note for Mod Loader Developers
- 2.6 changes the default formatting of GDScripts from spaces to tabs. If you are patching the decompiled scripts for your mod loader, you will either need to update your patches to account for this, or change the "Indent Type" option in the configuration dialog to
Spaces
What's changed
- Fix 3.x meshes being exported with incorrect normals and tangents during OBJ Export
- Add configuration options to allow user to define tab size and indentation type
2.6.0 features
- HiDPI support: GUI mode now displays scaled on HiDPI screens
- Much improved scene export:
- Fix incorrect normals and tangents on Godot 3.x exported scenes
- better multi-threaded scene export, significantly speeds up recovery in games with many imported scenes
- Improved conversion of shader materials to base materials
- Add RDShaderFile exporter to export imported GLSL shaders back to GLSL
- Add ability to decrypt non-pck-encrypted (i.e. hacked-in) files using CustonDecryptor scripts (see Custom decryptors for more details)
- Cache plugin downloads when first downloading them
- Improve reliability of plugin downloads
- bin-to-text: Ensure project's engine version for writing text resources instead of the resource's engine version
Full Changelog: v2.6.0-beta.2...v2.6.0-beta.3
v2.6.0-beta.2
Note for Mod Loader Developers
- 2.6 changes the formatting of decompiled Godot 4.x scripts from spaces to tabs. If you are patching the decompiled scripts for your mod loader, you will need to update your patches to account for this.
What's changed
- Fixed indenting in GDScripts after multi-line statements
- Improved texture previewer, with mipmap viewer and RGB channel selector
2.6.0 features
- HiDPI support: GUI mode now displays scaled on HiDPI screens
- Much improved scene export:
- Fix incorrect normals and tangents on Godot 3.x exported scenes
- better multi-threaded scene export, significantly speeds up recovery in games with many imported scenes
- Improved conversion of shader materials to base materials
- Add RDShaderFile exporter to export imported GLSL shaders back to GLSL
- Add ability to decrypt non-pck-encrypted (i.e. hacked-in) files using CustonDecryptor scripts (see Custom decryptors for more details)
- Cache plugin downloads when first downloading them
- Improve reliability of plugin downloads
- bin-to-text: Ensure project's engine version for writing text resources instead of the resource's engine version
Full Changelog: v2.5.0-beta.5....v2.6.0-beta.1
v2.6.0-beta.1
Note for Mod Loader Developers
- This version changes the formatting of decompiled Godot 4.x scripts from spaces to tabs. If you are patching the decompiled scripts for your mod loader, you will need to update your patches to account for this.
What's changed
- HiDPI support: GUI mode now displays scaled on HiDPI screens
- Much improved scene export:
- Fix incorrect normals and tangents on Godot 3.x exported scenes
- better multi-threaded scene export, significantly speeds up recovery in games with many imported scenes
- Improved conversion of shader materials to base materials
- Add RDShaderFile exporter to export imported GLSL shaders back to GLSL
- Add ability to decrypt non-pck-encrypted (i.e. hacked-in) files using CustonDecryptor scripts (see Custom decryptors for more details)
- Cache plugin downloads when first downloading them
- Improve reliability of plugin downloads
- bin-to-text: Ensure project's engine version for writing text resources instead of the resource's engine version
Full Changelog: v2.5.0-beta.5....v2.6.0-beta.1
v2.5.0
What's Changed
- fix: specify UTF-8 encoding when reading .csproj file on Windows by @YuroGod in #397
- Update SCONSFLAGS_TEMPLATE to enable path overrides by @nikitalita in #399
- Fix CLI parsing by @nikitalita in #400
New Contributors
Full Changelog: v2.5.0-beta.5...v2.5.0
v2.5.0-beta.5
What's Changed
- Make search bar in text previewer resizable
- Fix crashing during file cache generation
- CSharp fixes:
- Add option to display IL comments in C# output
- Add option to remove bodies of source-generated JSON contexts
Full Changelog: v2.5.0-beta.4...v2.5.0-beta.5
v2.5.0-beta.4
What's Changed
- Generate
project_metadata.cfgto preserve custom feature tags when running project in editor - Generate scene cache after recovery
- Search for C# assemblies in root directory
- Fixes issues with decompiling STS2 mods
Full Changelog: v2.5.0-beta.3...v2.5.0-beta.4
v2.5.0-beta.3
What's Changed
- Fixes to C# decompile output
- Lift collection expressions into member initializers instead of in the constructor to prevent race conditions
- Remove compiler-generated regex code
- Remove bogus base constructor calls in constructor bodies
- Fix case-insensitive path collisions preventing C# decompile
- Better type-to-file mapping
Full Changelog: v2.5.0-beta.2...v2.5.0-beta.3
v2.5.0-beta.2
What's Changed
- Detect custom versions of Godot (C# games only)
- Fix csharp detection in macos/linux builds of sts2
- Fix git repo initialization when file names start with
-- - Fix csharp language version detection for recent dotnet versions
- Update plugin cache
- Fix csharp file mapping when file does not exist in PCK
- Make non-pck
csfiles appear in file listing
Full Changelog: v2.5.0-beta.1...v2.5.0-beta.2
v2.5.0-beta.1
What's Changed
- update by @nikitalita in #381
- Add support for custom encryption scripts by @nikitalita in #372
- Ilspy upgrade by @nikitalita in #373
- Scene crash fixes by @nikitalita in #374
Full Changelog: v2.4.0...v2.5.0-beta.1
v2.4.0
What's Changed
- Add option to initialize git repository after recovery
- Add support for exporting DPITextures
- Re-enable multi-threaded scene export
- Fix individual cs script export
- Fix crash during export of certain ETC2 textures
- Re-create converted Area3D/NavMesh/Occluder meshes in exported scenes
- Fix setting scene import parameters
Full Changelog: v2.3.2...v2.4.0