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Merge pull request #137 from hakasapl/0.7.2release
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0.7.2 Release
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hakasapl authored Dec 7, 2024
2 parents 2f04933 + 2a870be commit 4deb672
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20 changes: 9 additions & 11 deletions CHANGELOG.md
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@@ -1,26 +1,24 @@
# Changelog

## [0.7.2] - UNRELEASED
## [0.7.2] - 2024-12-07

- Added mesh allowlist
- Added mesh allowlist, mesh blocklist, texture maps, vanilla bsa list, and dyncubemap blocklist to GUI advanced options
- If using MO2 you now have the option to use the MO2 left pane (loose file) order for PG order
- Added ESMify option for ParallaxGen.esp
- Fixed unicode character handling
- Added critical error if outputting to MO2 mod and mod is enabled in MO2 VFS
- Added critical error if DynDoLOD output is activated
- Added "save config", "load config", and "restore config" buttons to the launcher GUI
- MO2 selection will respect custom paths for mods and profiles folder now
- Fixed exceptions when plugin patching is not enabled
- PBR prefix check accounts for slot commands now too
- Improved warning output for texture mismatches
- Fixed case where multiple PBR entries did not apply together
- Fixed PBR slot check to check at the end of applying all entries for the match
- MO2 selection will respect custom paths for mods and profiles folder now
- If using MO2 you now have the option to use the MO2 left pane (loose file) order for PG order
- Added a "save config" button to the launcher GUI
- Added a "load config" button to the launcher GUI
- Added a "restore defaults" button to the launcher GUI
- When PBR is the only shader patcher selected "map textures from meshes" will be automatically unselected
- Added mesh allowlist
- Added mesh allowlist, mesh blocklist, texture maps, vanilla bsa list, and dyncubemap blocklist to GUI advanced options
- Added ESMify option for ParallaxGen.esp
- INI files in the data folder will be read for BSA loading now
- Advanced is now a checkbox with persistence in the launcher GUI
- Added critical error if outputting to MO2 mod and mod is enabled in MO2 VFS
- Added critical error if DynDoLOD output is activated
- Fixed failed shader upgrade applying the wrong shader
- Shader transform errors don't post more than once now
- Exceptions in threads will trigger exceptions in main thread now to prevent error spam
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23 changes: 11 additions & 12 deletions ParallaxGen/src/main.cpp
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Expand Up @@ -75,23 +75,22 @@ auto getGameTypeMapStr() -> string {
return GameTypeStr;
}

auto deployAssets(ParallaxGenDirectory *PGD, const filesystem::path &OutputDir,
auto deployAssets(const filesystem::path &OutputDir,
const filesystem::path &ExePath) -> void {
// Install default cubemap file if needed
static const filesystem::path DynCubeMapPath = "textures/cubemaps/dynamic1pxcubemap_black.dds";
if (!PGD->isFile(DynCubeMapPath)) {
spdlog::info("Installing default dynamic cubemap file");

// Create Directory
const filesystem::path OutputCubemapPath = OutputDir / DynCubeMapPath.parent_path();
filesystem::create_directories(OutputCubemapPath);
spdlog::info("Installing default dynamic cubemap file");

boost::filesystem::path AssetPath = boost::filesystem::path(ExePath) / "assets/dynamic1pxcubemap_black_ENB.dds";
boost::filesystem::path OutputPath = boost::filesystem::path(OutputDir) / DynCubeMapPath;
// Create Directory
const filesystem::path OutputCubemapPath = OutputDir / DynCubeMapPath.parent_path();
filesystem::create_directories(OutputCubemapPath);

// Move File
boost::filesystem::copy_file(AssetPath, OutputPath, boost::filesystem::copy_options::overwrite_existing);
}
boost::filesystem::path AssetPath = boost::filesystem::path(ExePath) / "assets/dynamic1pxcubemap_black_ENB.dds";
boost::filesystem::path OutputPath = boost::filesystem::path(OutputDir) / DynCubeMapPath;

// Move File
boost::filesystem::copy_file(AssetPath, OutputPath, boost::filesystem::copy_options::overwrite_existing);

spdlog::info("Installing neutral textures");

Expand Down Expand Up @@ -313,7 +312,7 @@ void mainRunner(ParallaxGenCLIArgs &Args, const filesystem::path &ExePath) {
ParallaxGenPlugin::savePlugin(Params.Output.Dir, Params.Processing.PluginESMify);
}

deployAssets(&PGD, Params.Output.Dir, ExePath);
deployAssets(Params.Output.Dir, ExePath);

// archive
if (Params.Output.Zip) {
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6 changes: 5 additions & 1 deletion README.md
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Expand Up @@ -4,9 +4,13 @@ NIF patcher to patch meshes for various things in your load order.

See the [Nexus Page](https://www.nexusmods.com/skyrimspecialedition/mods/120946) for full description.

A wiki is available [here](https://github.com/hakasapl/ParallaxGen/wiki)

## Contributing

Contributors are welcome. Thank you in advance! This is a CMake project with VCPKG for packages. Supported IDEs are Visual Studio 2022 or Visual Studio Code. Personally I use Visual Studio Code with the [clangd extension](https://marketplace.visualstudio.com/items?itemName=llvm-vs-code-extensions.vscode-clangd). It tends to be much faster than VS2022.
Contributors are welcome. Thank you in advance!

This is a CMake project with VCPKG for packages. Supported IDEs are Visual Studio 2022 or Visual Studio Code. Personally I use Visual Studio Code with the [clangd extension](https://marketplace.visualstudio.com/items?itemName=llvm-vs-code-extensions.vscode-clangd). It tends to be much faster than VS2022.

### Visual Studio Code

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