Wall Worm 5.1.1 Released

Started by wallworm, January 09, 2022, 02:20:59 PM

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wallworm

Version 5.1.1 released on 1-9-2022

   * Settings: Fixed bug using the Import Presets File when using a legacy MAXScript preset file.
   
   * Brushes: Updated the function for tagging geometry as brushes to allow assigning an object that is is an extruded shape into a brush. As long as the shape has at least one modifier and generates geometry with no open edges, WW will now allow assigning the geometry as a brush.
   
   * Displacements: Updated the script in Wall Worm for converting legacy displacements to modern displacements. This relates to displacements generated in very early versions of Wall Worm from around a decade ago.
   
   * WWMT: Updated WWMT custom attribute to no longer call any functions at load time that would cause the functions to get blocked by Safe Scene Script Execution (SSSE) in 3ds Max 2022+.
   
   * Textures: Updated the Texture custom attribute to no longer call any functions at load time that would cause the functions to get blocked by Safe Scene Script Execution (SSSE) in 3ds Max 2022+.
   
   * VTF Exporter: Fixed some cases where textures would not export.
   
   * Brush ID: Added field to enter a coordinate to sent the current view to that coordinate. Useful for going to coordinates listed in the compile log.
   
   * Problem Checker: Updated the function for updating proxies custom attributes in the Problem Checker to update legacy proxies.
   
   * VMF Exporter: Fixed bad Angles (rotation) value in entities due to a regression introduced in recent months.
   
   * VMF Exporter: Fixed VMF Exporter not exporting legacy WWMT Proxies.
   
   * SMD Exporter: Fixed SMD Exporter inappropriately converting material path names with a period (.) to an underscore.
   
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Version 5.0.117 released on 1-1-2022

   * CSGO Tools: Updated CSGO Tools (to create Map KV and CFG Files) to properly work in 3ds Max 2022.
   
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Version 5.0.116 released on 12-30-2021

   * VMF Importer: Added two new options to control whether or not the VMF Import should set the viewport camera to one of the imported cameras and whether or not to use the incoming grid and snap settings.
   

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