- May 27, 2020
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neomonkeus authored
Use the unique id as the name rather than the number as it is not unique for with bethesda sub-versioning.
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- May 12, 2020
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neomonkeus authored
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- May 08, 2020
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neomonkeus authored
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- May 07, 2020
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neomonkeus authored
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neomonkeus authored
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neomonkeus authored
Release version 0.9.2
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- Nov 23, 2019
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neomonkeus authored
Mark the version update
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- Sep 18, 2019
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neomonkeus authored
nifxml spec formalization
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- Apr 23, 2019
- Dec 02, 2018
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jonwd7 authored
Renamed BSLightingShaderPropertyShaderType and its associated name field ("Skyrim Shader Type" -> "Shader Type"). BSDistantObjectInstancedNode is mostly undecoded but fully readable. Treatment of shader flags is preliminary and will change over time.
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- Nov 02, 2018
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jonwd7 authored
Even though in these cases it doesn't matter because of version exclusivity, keep them ordered by type instead of grouped by version.
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- Sep 02, 2018
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jonwd7 authored
Decoded some unknown fields and blocks for WorldShift and Guild 2. NiSourceTexture is now correctly decoded. The unknown byte actually controls whether the image data Ref gets serialized or not, but it was always 1. The addition of another conditional value increases the complexity for Pixel Data to 3 rows, all exclusive by version or condition.
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- Sep 01, 2018
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jonwd7 authored
NetImmerse NiParticle (called NiOldParticle after Gamebryo 1.1) was severely undecoded. This affects several NetImmerse games like Morrowind and Freedom Force. The per-particle info in NiOldParticle actually remained identical to the class in NiParticle, which is named "NiParticleInfo". It did however have a different name in NetImmerse which was "NiPerParticleData". Since they were the same data, the two compounds were merged and NiPSysData was updated.
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- Aug 31, 2018
- Aug 13, 2018
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jonwd7 authored
For #70 and #76
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jonwd7 authored
For #70 and #76 Added tokens for range attribute strings. Did initial pass of ranges, many from Bethesda's official export scripts for FO4, which limit the values in the UI. Also have begun using data analysis to find implied min/max ranges (as well as sane defaults).
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jonwd7 authored
BSGeometrySegmentData - Combined rows which did not be separated by version. Adopted better naming from FO4. AspectFlags type for NiParticlesData for BS. Changed the unused W component of what should be a Vector4 for Vertex to 'Unused W' for all rows. Should seriously consider making these all Vector4s for endian correctness. Misc comment cleanup.
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- Aug 04, 2018
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jonwd7 authored
Specify SizedString vs NiFixedString where appropriate. The compound type `string` is an extra level of indirection in many cases, where the block can never be used on versions less than 20.1.0.3 where the CString to NiFixedString transition happened. NiFixedString is a basic type, so using it where possible is recommended over the `string` compound type. `string` could NOT be changed when dealing with multiple rows with the same name but version exclusive, such as "Accum Root Name". Changed ShortString to ExportString as it was already documented as being exclusive to the Bethesda stream header. Added SizedString with ushort length type, for the SSF File path.
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- Aug 01, 2018
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jonwd7 authored
For #76 Implement initial subclass defaults. Had to add additional attribute to deal with versioning of defaults, like block versioning. Added more defaults to normal fields. Added default to Vertex Color array, also enforcing that members with `arr1` can have a `default`.
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- Jul 27, 2018
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jonwd7 authored
Improved class descriptions and fixed Flags values and defaults.
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- Jul 26, 2018
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jonwd7 authored
For #72 So that first party modules can be singled out if needed.
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jonwd7 authored
For #72 Renamed modules from Gamebryo: NiParticle, NiPSParticle. As of Gamebryo 2.5, old NiParticle was renamed NiParticleOld and the new NiMesh-based particle system was named NiParticle. I didn't like this naming scheme given NiParticleOld is more important to us. Ni Modules not in Gamebryo: NiCustom, NiLegacy These are to handle third party blocks and blocks from NetImmerse (pre-Gamebryo). Ignored from Gamebryo: NiCollision, NiPortal, NiPhysXParticle These were instead absorbed into other modules. Bethesda modules: BSMain, BSAnimation, BSParticle, BSHavok, BSLegacy Animation, Particle, Havok, and Legacy are not modules used by Bethesda. Legacy is for Morrowind-specific blocks (NetImmerse). In addition, BSShader is a module for all the shader related blocks and that has all been folded into BSMain.
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- Jul 24, 2018
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jonwd7 authored
Second default values pass, plus some general changes to accommodate them.
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- Jul 19, 2018
- Jul 16, 2018
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jonwd7 authored
Made a correct bitfield using `uint64` as the underlying type, split into nibbles for the sizes and offsets of the vertex attributes. Changed VertexFlags to VertexAttributes and it no longer has the empty nibble in front. ARG passing of the BSVertexDesc is treated as the underlying numeric value of the bitfield, so that the attributes can be passed into BSVertexData using `#RSH# 44` instead of the member accessor syntax. This makes the first use of the basic `uint64` type, so (de)serialization now requires support of 64-bit values.
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jonwd7 authored
Cleaned up class naming e.g. Descriptor->CInfo to match the engine and other classes already named that way. Added hk/bhk to front of type names where appropriate. Changed Info/Property names to be consistent e.g. "Rigid Body Info", "Entity Info" instead of CInfo. Changed all "Unused" fields to a consistent naming scheme, using byte array types and binary="true". Class hierarchy fixes. Class documentation complete overhaul. Some existing naming collides with new naming of different fields, e.g. bhkMoppBvTreeShape "Scale" used to be "Shape Scale" and now "Scale" is "MOPP Code" -> "Scale".
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- Jul 02, 2018
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jonwd7 authored
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- Jul 01, 2018
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jonwd7 authored
The previous decoding was all guesswork, though did align somewhat. Enough to know that the decoding from FO4 applies to Skyrim as well.
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- Jun 29, 2018
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jonwd7 authored
Added `default` to a large number of members, as well as `calc` to a few members to enforce array sizes based on other data. Also fixed a few `type` issues. This is a first pass in a much larger effort, using data analysis to gather the most commonly used values.
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jonwd7 authored
FO4 changed the Color3 to a Color4 for Skin Tint. Leaving as separate Alpha for now however. Also found out the point of the BSSkin::Instance array which is non-uniform scaling.
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jonwd7 authored
For Name-based APIs, naming all NiBound fields consistently helps with generic treatment of NiBound getting and setting for any NiObject.
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jonwd7 authored
Split up the Rigid Body CInfo into multiple compounds for each Havok version (though left 550/660 combined). Followed suit with bhkWorldObject and bhkEntity. Having each in their own CInfo simplifies both naming and versioning at the cost of repetition. The bhkRigidBodyCInfo variants will need some kind of shared parent, but compound inheritance is currently not part of the XML spec. It would have to be done with custom types in niflib. The shared parent will be needed for getting/setting the same info on different CInfo versions.
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- Jun 28, 2018
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jonwd7 authored
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- Jun 26, 2018
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jonwd7 authored
Use a correct bitfield for NiGeometryData flags now that we know what the unknown values are for Bethesda bhk data. (NiGeometryData that gets used in a bhk shape)
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- Jun 25, 2018
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jonwd7 authored
Specifying ver1/ver2 even for `vercond="#BS...` for FO3 and later allows early rejection of that member for any non-BS 20.2 NIFs.
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