All notable changes to the "anno-modding-tools" extension will be documented in this file.
Check Keep a Changelog for recommendations on how to structure this file.
- 1.14.1: Include *.lua in deployment
- Improved GUID performance and completeness of annotations from other mods
- Separate entries for each
GUID
in outline - Auto incrementing GUID. Configure
autoGuid
, hitCtrl+Space
and typenewguid
. F1
command toImport Translations into Workspace
- 1.13.5: Fix FlowMap and DetailMap checks in CFGs
- 1.13.4: Update GUID ranges and dataset enums for XSD validation
- 1.13.3: Build and Deploy: Copy *.fc.xml, *.cfg.xml, export.bin.xml
- 1.13.2: Build and Deploy: Copy all *.md
- 1.13.1: Fix .vanilla path for sub-mods
- Added preview features: export.bin, .cfg, .fc patching, ModID condition
- Life analysis: Added document ModOps time
- Build and Deploy: Fixed folder name handling sub-mods
- Validation: Added RecipeImage and RecipeListMoodImage to checked entries
- 1.12.11: Rename bundled mods to ModID to avoid confusion
- 1.12.10: Disable xmltest for documents not starting with
<ModOps>
- 1.12.9: Support local bundles
- 1.12.8: Treat icon LOD generation under
data/ui
differently - 1.12.7: Updated xmltest, annodiff to GU17.1
- 1.12.6: Use same resolution for icon LODs not placed in data/ui/2kimages
- 1.12.5: Don't create
maps/
folder if texture is already in maps - 1.12.4: Fixed issue with texture cache
- 1.12.4: Include tag in downloaded bundle mods
- 1.12.3: Allow array in
bundle
- 1.12.2: Export .png for icons as well
- 1.12.1: Support hierarchy of named
Group
s (with comments) in outline - Build and deploy is now possible with
modinfo.json
files - Added
bundle
setting inmodinfo.json
to download sub mods in build step
- 1.10.2: Improved xmltest, annodiff performance
- 1.10.1: Changed live test to on save instead of on edit.
- 1.10.1: Groups show in outline.
- 1.10.1: Added ModOp performance decorations.
- Added live ModOp analysis with xmltest. Can be disabled in the VSCode settings.
- 1.10.5: Fixed outline showing GUID instead of template name
- 1.10.4: Show ModOp time only in compare
- 1.10.4: Minor GUID tooltip, decoration improvements
- 1.10.3: Fixed compare on files and with Include tags
- 1.10.2: Increased annodiff buffer and added specific error for that case
- 1.10.1: Fixed workspace symbols for custom assets
- Added
F12
Go to symbols for custom and vanilla assets - Added
Ctrl+T
workspace symbols for vanilla assets - Fixed
Ctrl+Space
GUID auto completion
- 1.9.4: Fixed GUID decorations not working due to invalid modinfo.json in some mods
- 1.9.3: Fixed GUID decorations being applied on all files
- 1.9.2: Added file
FileName
checks to.cfg
files - 1.9.2: File checks now also searches
ModDependencies
,OptionalDependencies
andLoadAfterIds
ifmodsFolders
is set in the vscode configuration. - 1.9.2: Improved GUID decoration for
<Asset>
and within<Standard>
section - 1.9.2: GUIDs from other mods now also show the mod name
- 1.9.1: Fixed crash with large XML files
- 1.9.1: Fixed
<Asset>
within triggers wrongly decorated with asset name - 1.9.1: Added setting
Check File Names
to allow disabling file checks - Support loader 10 features (i.e. Group, Condition, ...)
- Added inline GUID decoration with name and template
- Added
Anno: Find Missing Text
- Added
Anno: Update Missing Text from English
- Added file checks for
IconFilename
,Filename
andFileName
- Compare with Vanilla: support
templates.xml
andtexts_*.xml
- Buildmod: read
base64.jpg
as base64 image intomodinfo.json
- Added support for multiple source folders in
annomod.json
. - Added
Anno: Compare with Vanilla
command toannomod.json
context menu. - Added
Anno: Run Patch Tests
command toannomod.json
context menu. - Added
Anno: Compare with Vanilla
command to the code editor. All touched ModOps in within the selection will be checked. - Added
Include
ModOps to outline.
- Added
Anno: Compare with Vanilla
right click command forassets*.xml
files. That command will apply the mod and show you all changed assets in a diff view.
- Copy
assets_.xml
toassets.xml
to allow fallback ModOps for wrong installations - Fixed assets XML search being endless in some cases
- GUIDs for auto completion and hover will be searched in the complete mod folder now
- Updated assets, GUIDs for GU16
- Show outline for
texts_*.xml
- Updated assets, GUIDs for GU15
- Updated
xmltest
to modloader 0.9 - Updated reserved GUID ranges
- Fixed
.rdp
and.rdp.xml
conversions - Fixed missing empty
ModOp
in outline - Show outline for
templates.xml
ImyaTweak
,ImyaExpose
andInclude
as valid tags inassets.xml
- Convert
_r_a.png
to_metal.dds
- Issue scan will now only consider
assets*.xml
andtest/*-input.xml
/test/*-expectation.xml
- Double tick quotation (i.e.
GUID="
) properly triggers GUID conversion now
- Right-click on
.gltf
to convert to.rdm
- Allow more than one layer of bones for animations
- Convert
_rga.png
to_norm.dds
- Fixed import of dummies without mesh
- Better detection of tags expecting GUIDs in assets.xml
- Ignore
.001
etc. when importingfc_
feedbacks ordummy_
feedbacks
- Ignore assets.xml with 20MB+ size
- XSD for validation and auto complete (in combination with Red Hat XML plugin)
- Fixed GUIDs sometimes being not found
- Improved GUID auto conversion
- CF7 support in cfgyaml
- GU14 GUIDs
- Added
PriorityFeedbackBlocker
to IFO import - Added multiple
BuildBlocker
to IFO import - Support hitbox rotation for IFO import
Bump version to 1.0 as the majority of features I want as of now are implemented.
- Cache textures when building mods
- Support mesh-less objects in gltf (for props)
- Support arrays in cfgyaml
- Fixed bug in cfgyaml conversion where
ADJUST_TO_TERRAIN_HEIGHT
would turn intoADJUST.TO_TERRAIN_HEIGHT
. - Fixed rotation in Feedbackblocker etc not being applied.
- Decal import now imports
y
instead of setting it to always 0.25
xpath-add
to add new sections with.cfg.yaml
files.
- Fixed CF7
<Dummies><i>
import not finding elements.
- Anno Prop Config
.prp
outline and syntax highlighting - Outlines for files with
</>
syntax - Hitbox import from glTF into
.ifo
- UnevenBlocker import from glTF into
.ifo
- FeedbackBlocker import from glTF into
.ifo
- Dummy import from glTF into
.ifo
- Fixed issue with buildmod failing with files.json when no .modcache is needed
- Improved outline name detection for .cf7 feedback definitions
- Support
${annoRda}
in command line mode - Fixed issue with some features not loading properly
- Build mod command as script in NPM package for standalone execution
- First unit tests
- Fixed GUID hover in XPath strings
- Added Clothes/CLOTH to outlines
- Internal optimizations
- Replaced texconv with annotex/bc7enc for better non-GPU build performance
- Fixed outline issues with self-closing or unkown tags in .cfg files
- assets.xml outline
- GUID hover and auto-complete now also consider GUIDs from the open assets.xml
- Path variable
${annoRda}
to derive from vanilla .cfg files in .cfg.yaml - Automatic
xmltest.exe
execution for builds on assets.xml.
- Use BC1_UNORM for
_mask.png
textures. - cfgyaml source can now be in a different folder.
- Renamed to Modding Tools for Anno to be less trademark offensive.
.rdp.xml
<>.rdp
conversion for annomod.json and right-click menus..cfg.yaml
>.cfg
,.ifo
,.fc
generation for annomod.json and right-click menus.- Import CFG
FILE
sections withImport PROPs from glTF
. - Import FC
Dummy
position and orientation withImport from glTF
. - Don't overwrite files with
Convert to ..
context menu commands - Hover info for asset keywords like
UpgradeList
andResidenceUpgrade
- Auto-complete after typing
GUID='
- Included AnnoFCConverter fix to deal with ending empty lines in .cf7
- Support animations in glTF conversion.
- Show model animation in .cfg outline
- Option to move files to
maps
,rdm
andanim
- Allow lods: 0 for gltf exporter to disable adding
_lod0
to the name.
- Activate on .xml. This fixes an issue when opening single assets.xml files. Activation on assets.xml is unfortunately only possible when opening folders and workspaces.
- LOD generation for
texture
converter - Asset name on hover over GUIDs in XPath strings and in tags
Ingredient
,Product
,ItemLink
orGUID
. Supported assets are limited to products, items, buildings, pools (to maintain speed and usability). - Asset name to GUID conversion when in tags (same as hover). Supported assets are limited to products and items.
- Setting to control folder depth shown in .cfg outline
- Right-click
Build Anno Mod
onannomod.json
- Better license information
- Initial prototyping release
- Anno-specific outlines:
.cfg
,.ifo
,.cf7
- Anno-specific syntax highlighting:
.cfg
,.ifo
,.cf7
- Right-click
Import from glTF
(targets:.cfg
,.ifo
) - Right-click
Convert to Anno .cf7
,Convert to Anno .fc
- Right-click
Convert to glTF Binary
from.rdm
- Right-click
Convert to DDS
,Convert to PNG
- Command
Build Anno Mod
to build project usingannomod.json
description.