DSAS 5.0-Alpha0020
- Fixed
Force Ingame Reloadfor Armored Core 6 v1.04. - Reworked how entire project system works. Now instead of loading actual TAEs and then having to deal with animation sub-IDs and other stuff like that, every animation has the full ID in its ID field and changing it to start with a new aXX category number will automatically add that category, then when saving it will create a new .TAE file for that category. This should help make it easier to work with for newer folks.
- NOTE: This update breaks all existing
*.dsaprojfiles generated by the previous 5.0 alpha tests, so before you loadc0000.anibnd.dcxfor example, deletec0000.anibnd.dcx.dsaprojfrom the folder.
- NOTE: This update breaks all existing
- Rewrote entire animation queueing / management system to be more robust under the hood. Greatly expanded the functionality of the
Simulation->Additive Anim Playbacksto be way more accurate. If you're editing a character overlapping several animations, such as Corrupted Monk phase 2, disabling the simulation option might improve performance a bit, but probably not by much. - Animations overlayed by
Simulation->Additive Anim Playbacksnow support simulating TimeAct actions within the overlayed animation (for example Corrupted Monk phase 2 centipede writhe animations include continuous centipede sounds).- This option can be disorienting since the actions of overlays will not appear in the graph of the main animation, so it is toggleable via
Simulation->Simulate TimeAct of Overlayed Anims - Sekiro action 607 renamed to
FaceAnimationand playback of face animations is simulated when you haveSimulation->Additive Anim Playbacksenabled.
- This option can be disorienting since the actions of overlays will not appear in the graph of the main animation, so it is toggleable via
- Completely reworked Ctrl+F menu. Now it's very intuitive and you should be able to figure out how it works without me explaining it all in the changelog. If you have any particular questions about it, just ask me.
- Completely reworked
Combo Viewerwindow, but it's not finished yet. This coincides with the above animation management system rework and utilizes the improved codebase for that. - Fixed error when no weapon is equipped and viewport status type is set to
Full. - (Hopefully) fixed a freeze when resizing the animation list panel.
- Fixed a bug where the RumbleCam "drift" bug fix in 5.0 did not fix DeS and DS1 RumbleCams because the code never detected the fact that they'd finished playback.
- Added an new option
Animation->Smooth RumbleCam End Transitions(on by default), which applies smoothing in cases where the RumbleCam file has a mistake where the camera ends in an off-center position (the files that caused the "drift" bug in old versions of DSAS). - Made it where the Solo/Mute functions can be undone/redone.
- Fixed issue where muting a Blend action didn't actually disable the animation blending.
- Fixed issue where changing duration of a Blend action didn't take effect until you changed animations (so you couldn't scrub backwards to look at the blend and adjust the duration).
- Fixed an issue where you can grab the dividers between the interface panels through popup windows (specifically the popups that use default Windows UI rather than ImGui).
- Fixed an issue where duplicated TAE sections didn't have their bind ID updated.
- Added a menu option for duplicating animation category (
Duplicate Animation Category) which was previously only accessible from the animation list or the hotkey (Shift+Insert). - When cloning an animation category, the first animation in that category is selected afterward to better show what the effect was.
- Fixed issue with Demon's Souls weapon list omitting valid weapons by mistake.
- Fixed issue where equipment panel scrolls to top when changing equipment.
- Made DSAS lookup HKXs by bind ID rather than by name string, should finally fix some occasional jank with weapon animations.
- Removed "Export Current TAE" tool, at least for the time being. It's tedious to re-implement with the reworks.
- You can now press 4 to toggle the StateInfo of selected actions (hold shift to change them uniformly like with mute/solo)
- Added options under
Editmenu for these commands: Mute Selected Action(s)(1)Mute Selected Action(s) Uniformly(Shift+1)Solo Selected Action(s)(2)Solo Selected Action(s) Uniformly(Shift+2)Reset Mute/Solo On All Actions(Shift+3)Toggle StateInfo Of Selected Action(s)(4)Toggle StateInfo Of Selected Action(s) Uniformly(Shift+4)- Fixed issue where sound effects to the left of the playback cursor would always play upon hitting the play button.
- Fixed bug where Sekiro weapon models would remain in modified positions until all weapon override actions were inactive, rather than only doing it until the specific action affecting that weapon was inactive.
- Fixed weapon animations not always looping when player anim loops.
- Made Solo/Mute mark the animation as modified (shows the
*by the ID) - Made it where you can manually type in values for action parameters with dropdown boxes for preset enum values.
- Made the model masks lists in Scene panel be displayed in order of the mask ID (previously it was in order declared in file, by mistake).
- Fixed issue where the
TrackspanelEditbuttons had their background fill misaligned on UI scale factors other than 100%. - Fixed issue where the
Go To Original (F4 Key)button got shifted further to the right the higher the UI scale factor was. - Fixed oversight where
TrackspanelEditbuttons were interactable when an animation was grayed out from being a reference to another. - One-Shot actions such as sound effects no longer trigger when scrubbing to the left (backward in time) by default. Enable
Simulation->Simulate One-Shot Actions While Scrubbing In Reverseif you wish to re-enable that.- When scrubbing in reverse, one-shot actions now trigger at the leftmost side of the action still like they would when going forward in time, giving more consistent behavior.
- If you drag the mouse to scrub the playback cursor all the way to the beginning of the animation, then, while keeping the mouse button held, drag to the right, it will now reliably play sound effects and other actions which start on frame 0.
- Fixed an issue where various actions were inactive for 1 frame when switching animations, such as going from one animation with invisibility to another showing the model for 1 frame.
- Made it where hitting play with animation looping disabled, letting it play until it reaches the end, then switching to another animation will begin playing the newly-selected animation instead of needing to press play every time. To stop it from happening, simply hit the play/pause button.
- Fixed oversight where non-integer action parameter types (such as f32 and f32grad) were not undoable with Ctrl+Z.
- Fixed bug where adjusting the action parameter template while in
Template Edit Modewould scroll all the way up to the top each time. - Made
ParameterspanelTemplate Edit Modeslightly less wide so it's easier to fit the whole thing in view. - Parameters panel now has nicer looking graphs for the parameters list (when not in
Template Edit Mode). - Fixed issue with
Parameterspanel where the red rectangle outlining current action's parameters extended over the scrollbar. - Fixed issue where the top of the contents of some panels was obscured by the tab bar on the very top when on high UI scale factors.
- Fixed issue where the little
+buttons in the animation list which add new animations were obscured by scrollbar on high UI scaling factors. - Made some of the UI more vertically compact (more animation list entries in each screen, more parameter entries in each screen, etc).
- Fixed issue where the red highlights over animations with errors was misaligned on UI scale factors over 100%.
- Made red highlights over animations with errors a more transparent red so you can see more easily whether the animation is highlighted.
- Fixed issue where the amount of text tooltips could fit before wrapping changed depending on the UI scale factor.
- Made tooltips fit about 50% more text before wrapping.
- Fixed issue where the action names specifically would show the default names of
TypeXXXon duplicated animations.