Releases: GDRETools/gdsdecomp
v0.8.0-prerelease.6
What's Changed
- I lied, there were some major bug fixes that need testing
- Fix APK/ZIP extraction/recovery
- Fix crash on certain images decompressing
- Minor fixes by @nikitalita in #219
- Fix scene export crashes by @nikitalita in #220
- Bytecode fixes by @nikitalita in #221
Full Changelog: v0.8.0-prerelease.5...v0.8.0-prerelease.6
v0.8.0-prerelease.5
What's Changed
- Probably the last prerelease before release
- Prevent crash when decompressing image with misaligned mipmaps
- Allow invalid utf-8 strings when parsing scripts
- Fix bytecode detection when opening the PCK
- add --decompile CLI option
Full Changelog: v0.8.0-prerelease.4...v0.8.0-prerelease.5
v0.8.0-prerelease.4
What's Changed
- More fixes!
- Fixed very slow GUI load time on large projects
- Fixed the auto-update checking not working on the release build
- Support for exporting AtlasTextures, ImageTextures
- Add support for decompressing ETC, ETC2, and ASTC compressed images
Full Changelog: v0.8.0-prerelease.3...v0.8.0-prerelease.4
v0.8.0-prerelease.3
What's Changed
- Translation exporter now retrieves nearly all keys
- There are still situations where we will not recover all keys, such as if a particular key is not currently in use in the project.
- Add support for exporting ".image" files
- Fix crashes on certain games
- Fix indent on 4.3 scripts
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.
Full Changelog: v0.8.0-prerelease.2...v0.8.0-prerelease.3
v0.8.0-prerelease.2
What's Changed
- Multi-pack support and Buckshot roulette fixes by @nikitalita in #208
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.
Full Changelog: v0.8.0-prerelease.1...v0.8.0-prerelease.2
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