Update to v0.19 & update dependencies

This commit is contained in:
VaDiM
2025-09-04 20:04:50 +03:00
parent 7ce8b8c8ae
commit 6de33d0437
15 changed files with 212 additions and 69 deletions

View File

@ -1,5 +1,83 @@
# Changelog
## v0.19.0.0 [04-09-2025]
#### Breaking Changes
- Many asset fields of array type have been replaced with list type *(aka fixed the cause of most memory leaks)* ([35b2499](https://github.com/aelurum/AssetStudio/commit/35b24990c6a5d99c15b661578cf9da26aefe8d1b))
#### New features
- Added Unity 6 support
- Added support for Tuanjie 1.0 - 1.6 (partial)
- Support for some Tuanjie-specific features, such as web streaming of texture data/virtual geometry meshes/acl clips, is not implemented yet
- Added multiBundle support (a single file with multiple asset bundles inside)
- *Which also includes support for fake headers*
- Added options to control exported UV types
- [GUI] Added option for manual binding of UV map types
- [CLI] Added flag to export all UVs as diffuse maps
- [GUI] Added Dark mode support for .NET 9 (wip) (https://github.com/aelurum/AssetStudio/issues/9)
- [GUI] Added option to use lazy loading for `Mesh` assets
- [GUI] Added option to use tree view in the Dump tab
- [GUI] Added option to autoplay `AudioClip` assets
- [CLI] Added mode to export `Animator` assets
- Added option to choose animation export mode (`--fbx-animation`)
- [CLI] Added mode to Extract/Decompress asset bundles (https://github.com/aelurum/AssetStudio/issues/62)
- [CLI] Added support for multiple input paths (separated by `,` or `;`)
#### Fixes
- Fixed support for `Mesh` assets with omitted weight values (https://github.com/aelurum/AssetStudio/issues/21)
- Fixed audio preview for some fmod formats (https://github.com/aelurum/AssetStudio/issues/53)
- Fixed bundle blocks read failed with ArchiveFlags.BlocksInfoAtTheEnd (https://github.com/aelurum/AssetStudio/pull/44)
- Fixed a bug that caused audio preview volume to reset when selecting an asset
- Fixed support of `Sprite` assets from Unity < 5.2
- Fixed support of `Sprite` assets with wrong `SpriteAtlas` pathID
- Fixed parsing of `AnimationClip` assets via typetree for Unity versions < 5
- Fixed calculation of totalPointCount and totalSegmentCount in Live2D motions (https://github.com/Live2D/CubismNativeFramework/pull/57)
- [GUI] Fixed displayed info for non-fmod audio clips from Unity < 5
- [CLI] Fixed `Mesh` export for some region formats (https://github.com/aelurum/AssetStudio/issues/38)
#### Other Changes
- Replaced Newtonsoft.Json with System.Text.Json for asset typetree serialization/deserialization
- Disabled animation converting if animation export is disabled in the options
- Added support for assets/bundles with obfuscated Unity version
- Added support of loading `Material` assets using their typetree
- Added Oodle compression support (unofficial)
- Improved `Animator` export in cases where `MeshRenderer` is missing a `Mesh` reference (https://github.com/aelurum/AssetStudio/pull/40)
- Improved support for some older Unity versions (< 3.0)
- Improved support of zipped files
- Improved ExportRaw option: External data will also be added to exported assets
- Updated UnityCN encryption detection method
- Updated bundle reader
- Replaced creation of a duplicated file/memory stream with OffsetStream
- Added separate processing of uncompressed bundles (including streamed bundles). They will be read directly from disk
- Added progress report on LZMA decompression process
- Updated asset export logic
- Disabled saving files with a unique id if they already exist. A unique id will only be added to files with identical names during export
- Added option to overwrite existing files (`-r`, `--overwrite-existing` flag in CLI)
- Fixed support of multiple model export using "Export selected objects (split)" option (https://github.com/aelurum/AssetStudio/issues/43)
- Improved integration with Live2D assets
- Fixed Live2D model export for bundles with multiple models inside
- Added support of exporting Live2D poses (pose3.json)
- Added support of grouping exported models by model name
- Added container-independent method for searching `AnimationClip` assets
> *However, it's not really universal, so it cannot completely replace the container-dependent method*
- [GUI] Added ability to filter Live2D model assets using "Filter Type"
- [CLI] Added name filtering support for Live2D export mode
- FMOD updated to v2.03.06
- Added native libs for linux-arm64, win-arm64
- [GUI] AudioClip improvements:
- Increased loading speed of `AudioClip` preview
- Optimized memory consumption of `AudioClip` preview
- Fixed incorrect length detection for some sound types
- Added `AudioClip` loop point display (https://github.com/aelurum/AssetStudio/pull/37)
- Added channel count info (audio channels)
- [GUI] Reworked some import options
- Added feature to load and save import options to a file (*import options include Unity version*)
- Added option to always decompress bundles to disk (related issue: https://github.com/aelurum/AssetStudio/issues/58)
- [GUI] Added exact search option for Scene Hierarchy (https://github.com/aelurum/AssetStudio/issues/49)
- [CLI] Added flag to always decompress bundles to disk (`--decompress-to-disk`)
- [CLI] Added flag to allow filtering assets using regex (`--filter-with-regex`) (https://github.com/aelurum/AssetStudio/issues/45)
- [CLI] The `--avoid-typetree-loading` flag replaced with `--ignore-typetree`
- Made some other minor fixes and improvements
## v0.18.0.0 [04-04-2024]
#### Breaking Changes
- Structure of the AnimationClip class has been changed a bit to match the structure of its type tree (`m_Clip = animationClip.m_MuscleClip.m_Clip` -> `m_Clip = animationClip.m_MuscleClip.m_Clip.data`)