Support for major games in the series (except for spawn formats)
All compilers united in one application
Interface completely rewritten in WinForms
Added compiler menu, where you can choose a project level, set certain settings and run the compilation
A system for saving and loading settings of recent projects has been added
The number of threads created is no longer fixed, but depends on the number of processor cores
Migration to DirectXTex library to replace FreeImage and nvDXT now obsolete
Removed rendering of RGB and Sun lighting components, leaving only Hemi
Some phases of compilation and code parsing of third-party libraries were made
Integrated Discord Rich Presence to be able to monitor the status of compilation on a remote PC
Added an option to automatically shutdown the PC after compilation
Implemented a progress bar in the taskbar to display the current compilation status when minimized
Added keys for the accelerated compilation of levels for testing purposes.
Added experimental switches to disable some compilation phases and bypass KKS parameters
Added major changes to past compilers
Expanded information output on some bugs
Fixed some crashes of the original compilers
Possibility to force the use of smoothing groups on a certain geometry even if the -nosmg key is present (To use smoothing groups on a model it is necessary to assign a compile shader with _smg in its name to its materials (e.g. def_vertex\def_vertex_smg). The compile shader itself is enough to declone from the original one and rename it with this postfix)
Possibility to disable tessellation on certain geometry (for example, on nosun boxes). To do this you need to name a compile shader with _no_tess in its name. Keep in mind that disabling tessellation can cause problems with UV
Ability to disable shadow baking from certain MU models. Compile shaders of MU models must have _no_mu_shadow in the name. The difference between this solution and the usual disabling of the Cast Shadow checkbox is that in this case self-darkening of the MU model will be applied and the model will not be highlighted
It requires Microsoft Visual C++ 2017 Redistributable x64 installed.
Build for large AI-map (requires a modified game engine and SDK to work!)
-force_large_aimap
Force opening of AI-grid of original format with a large number of AI-nodes (more than 8 million). The key is experimental, correctness of AI-grid is not guaranteed. For correct export you need AI-grid of new format
Enable adding graphs to common spawn when building a SoC Level (Key for SoC only)
-actor_level <level_name>
Select a level to spawn an actor. Avoids the routine of manually deleting an actor from each level. Only the actor from the selected level will be spawned, the others will be ignored. If it is not on the level, it will be automatically created in zero coordinates
-no_levels_section
Ignore the list of levels from the [levels] section. Allows not to write each level to this section.
-skip_invalid_class
Skip the "Can't create entity" crash. All objects with invalid and unknown classes will be ignored and will not be included in the common spawn