Releases: UnderminersTeam/UndertaleModTool
0.3.3
This release brings an improved audio player (from its inception in the previous release), in that it can now play sounds directly from each sound asset, and that it can play any sound, including ones located externally from the data file (either in an audio group, or separate altogether).
Additionally, a number of crashes, hangs, and general bugs were fixed.
Experimental scripts are now a part of the repository, but are still included in the release ZIP as usual. The only difference this time around is that there is now a separate README for that directory.
0.3.2
This release brings a few more optimizations, a bug fix, and quality of life improvements to the tool and library.
The major changes to the editor are as follows:
- New audio player for embedded audio objects. No longer are you required to export sounds before being able to hear them...
- Multiple context menu options now have safeguards to prevent loss of work.
- The save file dialog cannot be closed before completion anymore, preventing confusion.
Experimental scripts are again included with the release ZIP. For further information, consult the README.txt
file inside of it.
Edit: ZIP updated to use proper BorderEnabler sample script
Edit (8/28/2020): ZIP updated to use a new version of the ImportGML experimental script
0.3.1
This release is a bit smaller than the previous, with mostly internal changes.
To summarize:
- Numerous enums and values fixed
- GMS 2.3 preliminary support (it can load and save, but not really edit or decompile much at all)
- A huge improvement in load/save speeds... should only take a few seconds on Undertale now at most
- Various other fixes
As it was in the previous release, experimental scripts are included with the release ZIP. For further information, consult the README.txt
file inside of it.
0.3.0
Note: This is the long-overdue "official" release of UndertaleModTool on the main GitHub page, taken from the dev
branch of the repository. The decompiled results are improved (and are nearly fully accurate for Undertale and Deltarune), but in games not directly supported, there is a higher likelihood of error. While you use the program, it is a good habit to exercise caution and make frequent backups of your work. Now, here's the summary of changes, brought to you by @Grossley:
The improvements to this tool have been massive so we decided to increase the number again! Goodbye v0.2.0... Say hello to UndertaleModTool v0.3.0!
The main changes are:
- Massive decompiler improvements!
- Added a decompiled code editor via a new GML compiler!
- Added bytecode 14 support, allowing modding of Undertale version 1.00!
The full change log is too long to list here so here a summary of the other changes:
- Added the ability to open files with the ".droid" extension with UndertaleModTool.
- Many asset resolver improvements for Undertale and Deltarune.
- Added some new sample scripts and improved pre-existing scripts.
- Made searching case-independent.
- Made selecting large amounts of text faster.
- Renamed "pushvar" to "pushbltn", and added the "DisableSandbox" flag to the options flags.
- Improved the room editor.
- Added a number that shows the ID of the current resource.
- Added an UndertaleTextureGroupInfoEditor.
- Updated bytecode warning message.
- Added the ability to import UndertaleTexturePageItems.
- Patched the 96 DPI issue via the UI.
- Fixed adding backgrounds + tile sets.
Also included with the release ZIP are many new experimental scripts. For further information, consult the README.txt
file.
Edit (3/31/20): Fixed a bug with an experimental script, reuploaded ZIP
Edit (4/19/20): Updates/bugfix to a ImportASound experimental script, reuploaded ZIP
Edit (6/3/20): Fix to ImportAllEmbeddedTextures experimental script, reuploaded ZIP
Edit (6/26/20): Fix to ExternalizeAllOGGs experimental script, reuploaded ZIP
Edit (7/7/20): Fix to ImportGML experimental script, reuploaded ZIP
Edit (7/11/20): Fix to ImportGraphics_v2 experimental script, reuploaded ZIP
0.2.0
This is a big update brought to you mostly be @Kneesnap with some help from @colinator27. It includes a ton of decompiler improvements that make the decompiled code fully compatible with GMS syntax and more readable than ever before. This update is so big that I decided to call it 0.2.0, increasing that number for the first time ever.
Here is the full changelog:
- Make the decompiler output syntax fully GMS compatible - @Kneesnap
- Add support for while(condition), do...while, for and repeat loops - @Kneesnap
- Collapse complex conditions using || and && - @Kneesnap
- Support for "else if" - @Kneesnap
- Support for ternary operator "x ? y : z" - @Kneesnap
- Fix problems with decompiling increments and decrements when return value is used somewhere - @Kneesnap * Fix problems with string quoting in the decompiler and assembler - @Kneesnap
- GMS 2.2.2+ support - @colinator27
- Fix bugs that caused stack variables to desynchronize sometimes and cause decompilation failures - @colinator27
- Fix
dup.l 0
decompilation - @colinator27 - Rewrite the sprite import/export code to be less buggy and allow usage from scripts - @Kneesnap
- Allow access from scripts to some more useful namespaces - @Kneesnap
- Allow script access to JSON serialization - @Kneesnap
- Add a progress bar for scripts - @Kneesnap
- Fix incorrect extension filter when importing sounds - @krzys-h
0.1.25
- Fix problems with SampleScripts crashing when launched from different working directory, add error messages in case it happens again
- Set up file associations
- Add regex support in scripts (#122)
- Better handling of corrupted or not fully supported files (#141)
- Implement runtime picker, support for GMS2 runners
- Remove bytecode 17 warning
- Fix os_switch constant value
- Add GamepadButton enum to the decompiler
- Fix problems with decompiling scr_84_debug from Deltarune on Switch
0.1.24
0.1.23
- Fix save error when adding new glyphs (#107)
- Add placeholder editors for TGIN and EMBI (#86)
- Improve YYC game support (#89)
- Fix issues preventing saving of new, empty games (#102, #87)
- Some improvements to the font format (#102)
- Fix the back button being active even when there is nothing in selection history
0.1.22
- Make the visual room editor work on GMS2 games (finally!)
- Remove GMS2 warning messages (it's stable enough already, I guess)
- Make scaled objects look better in the editor, and fix pixel snapping problems on tiles
- Now the path to opened file is displayed on the title bar (#81)
- HeCanBeEverywhere Version 2
- Make the carousel spin very fast if you have multiple Jevils on screen
- Fix a bug that caused the "Jevil was defeated" flag getting set by overworld Jevils, blocking you out of the triple Jevil cell and breaking the shopkeeper interaction
0.1.21
- Make is possible to use asset names directly in the assembler, which greatly simplifies writing scripts
- Add support for the weirdly encoded popenv to the assembler and decompiler (#90, #95)
- Support boolean negation properly in the decompiler (#93)
- Remove unnecessary type casts for one argument expressions
- Fix a bug causing decompilation of gml_Object_obj_vaporized_new_Draw_0 in Undertale to fail (#85)
- Add the HeCanBeEverywhere mod to the scripts