v0.5.0
Initial public beta release.
Added
- Asset Scanner with Everything SDK for
instant search across game directories. - Material Resolver — parses
.props.txtmetadata, follows material
inheritance chains, classifies textures by PBR slot (Base Color, Normal,
ORM, Emissive, Roughness, Metallic, Mask). - Headless Blender pipeline — imports PSK/PSKX, builds full PBR shader
node graphs, saves.blendfiles. Reuses bundledio_scene_psk_psa
extension. - VFS Unpacker — built-in CUE4Parse CLI mounts
.pak/.utocarchives
with AES decryption and exports meshes, textures, animations, and audio. - Batch processing queue with progress tracking, logging, and cancel.
- Per-game profiles for game folder, AES keys, UE version, and processed
asset lists. - Texture preset system with per-material overrides
(data/texture_presets.json). - WWise audio support — scans
AkAudioEventassets, exports WEM, and
converts to WAV/OGG via vgmstream. - Blend Combiner — merge multiple
.blendfiles into a single grid
scene. - First-run setup wizard with auto-detection for Blender, Everything,
and the .NET runtime. - Auto-update check against the GitHub Releases API on startup
(cached for 24 hours, fails silently when offline). - Themeable UI — 4 built-in colour schemes (Dusk, Bloom, Slate,
Midnight) plus a custom scheme editor. - PyInstaller
--onedirbuild producing a portable
EfficientAssetRipper-win-x64.zip. - CI/CD — GitHub Actions workflows for PR/main builds and tag-driven
releases. - Test suite — pytest unit / integration / Qt tiers (~8s),
plus opt-inrequires_blender/requires_everything/
requires_dotnet_clie2e markers. - MIT License and legal disclaimer for asset extraction usage.