Oblivion

The next update to the plugin will be a fairly incremental one. The changes so far:
 

[CSE]
Fixed a CS bug that caused the screen to 'blackout' when dialogs with color controls had to repaint their client area
Prevented the resizing of the render window when there were active preview controls
Added INI options to modify the render window painter text's font style and size
Added a fly camera mode to the render window
Fixed a bug that caused the Launch Game button to incorrectly execute the OBSE loader in Steam installations
Added an INI option to modify the render window's default field of vision
Added active form colorization/sorting to the landscape edit dialog
Fixed a CS bug that caused the editor to crash if the landscape window was opened when no cell was loaded in the render window
Improved the landscape edit dialog's UI
Fixed a CS bug that caused the AI packages dialog to close itself on renaming an existing package
Fixed a CS bug that caused a CTD when a data copy operation was performed on a newly created region form
Changed the interior cell near fog plane's default value to 0.0001
Added new achievements
Improved the AI data dialog's UI
Fixed a CS bug that caused the packages listview in AI data dialogs to reset their columns whenever the list was modified
Fixed a CS bug that occasionally caused CTDs when previewing textures without mipmaps
Updating a plugin's metadata no longer modifies its timestamp (when the 'Prevent changes to file timestamps' toggle is enabled)
Added a CLR unhandled exception filter
Added the ability to resume execution after a handled crash
Improved the following dialog UIs: NPC, Creature, Preview
Added the ability to colorize formlist items depending on their override depth
Added a new context menu tool - Export FaceGenTextures
Fixed a bug that caused timed achievements to unlock prematurely
Fixed a CS limitation that prevented NPC records in ESP files from having their facegen textures exported
Implemented a global clipboard to copy records b'ween editor instances
Fixed a bug that prevented AI packages from being sorted according to their modified status
Fixed a CS bug that caused a CTD when testing cells
Added new render window painter element: Object-Under-Mouse Details
NPC edit dialogs' preview controls now update in realtime when messing around with FaceGen
Added active form colorization support for use report dialog
The default asset file browser's initial directory now correctly honors existing file paths
Fixed a CS bug that caused the cell view window object listview to lose its sorting whenever a cell was selected in the cell listview
Added the ability to submit crash reports through an email client
Added INI settings for the console message log's font face and size
Minor changes, fixes and additions

 
[SE]
Fixed a bug that prevented IntelliSenseInterface from enumerating script commands requiring calling references
Auto-recovery cache files are now moved to the recycle bin after use
Fixed a bug that caused CTDs when compiling script lines with mismatching quotes
Updated to AvalonEdit v4.3.1.9430
Fixed a bug that caused the IntelliSense interface to popup inside string literals
Added 'Open Import File' context menu tool
Misc fixes and changes

 
I expect to wind down development, but not abandon it entirely of course, once it's released. The general plan is to start working on the Creation Kit Extender shortly thereafter now that Beth's done supporting the game/editor. That being said, I believe that this project has reached the point where it has achieved all that I'd envisioned it would and more (all I'd ever wanted was to automatically indent scripts. Scope creep, man :tongue:). Irregardless of all that jazz, please continue to report bugs and request new features/tools - I'll keep "adding them to the scroll" if nothing else :wink:

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Written by

shademe

4 comments

  1. Lord of the Strings
    Lord of the Strings
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    First of All:

    Many, many thanks. I stumbled upon this and simply am excited. This is Construction Set 2.0

    One thing. There is this new "grouping" function with marked objects in the render window. If it is ever possible and could be done with a reasonable amount of time and effort, I would much appreciate if the *grouping function* could be extended to a *merge* function:

    "Combine and Export Selection" as file (input box: name.nif).

    Nifskope has the code for that, but I'm not sure the two progs are talking same slang .

    Obviously this would help a lot while creating landscape elements from several parts (e.g.: rocks) and edit them later in the blender.

    Once more:

    *great work*
    1. shademe
      shademe
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      Hmm, such a tool wouldn't be trivial to implement. I'll have to look into its feasibility.
    2. Lord of the Strings
      Lord of the Strings
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      Rethinking the matter I got a vague idea a of the problem. Good luck though; if you find it useful having someone for testing, feel free to send a PM. Maybe I can do

  2. GBRPluss
    GBRPluss
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    YES!