Releases: overload-development-community/OverloadLevelEditor
Releases · overload-development-community/OverloadLevelEditor
v.1.1.8.0
v1.1.7.1
v1.1.7.0
- Fix inverted default segment UV orders (by kevin)
- Custom reflection probe options (by kevin)
- Trigger entity subtype for placing reflection probes directly instead of through LevelPost
- Checkbox in level custom info to include or exclude default chunk-based reflection probes on export
- Exported reflection probes are always forced on
- Expand previous fix to quaternion calculation for lights to other entities (by Arne)
v1.1.6.0
v1.1.5.0
v1.1.4.0
v1.1.3.0
v1.1.2.0
v1.1.1.0
v1.1.0.0
Initial Community Release Notes (v1.1.0.0)
Thank you all for your patience (and improvements/bug fixes!)
This marks our first community release after Revival graciously supplied us with the source code to Overload Level Editor (OLE). Bear with us if there are any problems - there has been a decent amount of restructuring to get everything hopefully building properly.
Note: Run OverloadLevelEditor.exe -datadir F:\SteamLibrary\steamapps\common\Overload\OverloadLevelEditor
(change path to your installed OverloadLevelEditor folder)
Changes as follows:
- Fix lava particle effect size (by kevin)
- Align copy/paste by edge (by kevin)
- UV Editor window UI location/visible tweaks (by Sirius)
- Fix quaternion conversion used for light rotation (by Arne)
- Add "Bisect Polygon" button (by Sirius)
- Locale independent hunter/falcon export (by Arne)
- Fix export with portal with lava slave side (by Arne)
- Obj Import Improvements (by Arne)
- Make texture name label in DMeshEditor work (by Arne)
- Fix invisible textures in DMeshEditor (by Arne)
- Allow cycling backwards on the Entity Pivot field (by Arne)
- Add color dialog to light color field (by Arne)
- Fix degenerate cases; make drag mark update marked vertex/face counts correctly (by Sirius)
- Fix display of textures in decal list (by Arne)
- Show current entity coordinates in Entity Coords input box (by Sirius)