Releases: GDRETools/gdsdecomp
Releases · GDRETools/gdsdecomp
v0.8.0-prerelease.1
CALL FOR TESTING
This release introduces multi-threading, which greatly speeds up project recovery.
Adding this took changing over 10k lines of code, so there may be regressions. As such, we ask that users please test this on projects that they have recovered before and report any regressions to the issues tracker.
What's Changed
- Totally revamped resource loading by @nikitalita in #199
- Multi-threaded resource export by @nikitalita in #204
- TGA texture export
Full Changelog: v0.7.3...v0.8.0-prerelease.1
v0.7.3
What's Changed
- Handle drag-and-dropped files
- Just drag and drop onto the application window to open a PCK/EXE
- Handle file association and drag-and-drop on program
- Godot RE Tools can be associated with PCK files and open them.
- You can also drag and drop onto the program to open PCK/EXE files as well
- Don't show disclaimer more than once on same minor version
- Fix MacOS app missing icon
- add --exclude, --include CLI options
Full Changelog: v0.7.2...v0.7.3
v0.7.2
What's Changed
- Fix escaped newline on 3.x scripts by @nikitalita in #193
0.7 features:
- Decompiling 4.3 scripts
- Loading and saving 4.3 resource formats
- 4.x GLB scene export
- Compiling scripts
Full Changelog: v0.7.1...v0.7.2
v0.7.1
What's Changed
- Add update detection feature - menu bar will display when there's a new version available, which when clicked will take you to the release page
- Fix issues with loading translation csvs in newer Godot versions
- Fix ogg import filter in file dialog
- Fix filtering when doing a partial extraction/recovery
0.7 features:
- Decompiling 4.3 scripts
- Loading and saving 4.3 resource formats
- 4.x GLB scene export
- Compiling scripts
Full Changelog: v0.7.0...v0.7.1
v0.7.0
What's Changed
- Added support for decompiling 4.3 scripts
- Added support for loading and saving 4.3 resource formats
- 4.x GLB scene export
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
.assets
directory in the project folder where they won't be picked up for import.
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
- Add compiling scripts feature - all bytecodes which we have support for decompiling can be compiled to.
- Fix incorrect file offsets when exporting PCK by @cgytrus in #168
- Add support for new embedded PCK loading by @nikitalita in #189
- Fix compiling GDScript 2.0 by @nikitalita in #190
- Numerous other bugfixes, including fixing a number of crashing on exit bugs
New Contributors
Full Changelog: v0.6.2...v0.7.0
v0.7.0-prerelease.1
What's Changed
- add support for decompiling 4.3 scripts
- Add support for loading and saving 4.3 resource formats
- 4.x GLB scene export
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
.assets
directory in the project folder where they won't be picked up for import.
- PLEASE NOTE: This is experimental functionality and the exported models may not be accurate. As such, when performing a project recovery, exported GLBs are output to the
- Add compiling scripts feature - all bytecodes which we have support for decompiling can be compiled to.
- Fix incorrect file offsets when exporting PCK by @cgytrus in #168
New Contributors
Full Changelog: v0.6.2...v0.7.0-prerelease.1
v0.6.2
What's Changed
- Fix godotver parsing to match tagged godot versions
- Remove Personal identifiable information in the logs
- Fix erroneous plugin error report
- Fix GDRESettings memory leak
- Fix logger causing a crash at exit
- Load macOS .app folders
Full Changelog: v0.6.1...v0.6.2
v0.6.1
v0.6.0
What's Changed
- 4.x Ogg stream export support
- ADPCM sample export support
- 2.x sample export support
- DXT texture export support by @Lock-The-Door in #150
- 4.x Fontdata export support
- Fixed issues with 4.2 exports having malformed import files
- Support for restoring gdnative/gdextension plugins
- Fixed issue with WebP exports not being saved
- Numerous bug fixes and refactoring
- Synced with 4.2
New Contributors
- @Lock-The-Door made their first contribution in #150
Full Changelog: v0.5.3...v0.6.0
v0.5.3
What's Changed
- Fix GDScript decompilation for Godot versions 2.1, 3.1, and 3.5 by @nikitalita in #123
- Fix import loading on >=4.0.2 by @nikitalita in #125
- Godot 2.x fixes by @nikitalita in #127
Full Changelog: v0.5.2...v0.5.3