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How To Overwrite An Animation Fighter Factory

After several months of delay, I'chiliad releasing version 3.five.4 to the public. This version introduces more features, a lot of major bug fixes and improvements.

This release was delayed many times because we decided to deploy Fighter Factory Studio as an installer like previous versions, and at same fourth dimension switching to a stable package direction system to perform updates besides. So I decided to employ Qt Installer Framework, which let us to brand an installer, perform updates and allow the user customize installation, like choosing which components to install instead of them all like before. New features like extensions and engine modules will be deployed this manner too.

Another great change is the way Fighter Factory Studio stores user settings. As suggested before, now it uses the proper directory on current user private folder, so fifty-fifty if you need to reinstall it, all settings are preserved.

The more noticeable changes, besides many bug fixes and improvements, are the Variable usage log/list coming back on 1000.U.G.E.N module, and the new style it writes to files, being the last one an awesome new characteristic, improving security, preventing data loss by a plan failure (crash) while saving, power loss or whatever reason a file write operation gets interrupted, by using temporary storage instead of directly write.

Changes in this new build:

  • Zoom on lawmaking editors applied to "Edit animations as well.
  • Fixed "Run in engine" when .def is used every bit CNS also.
  • Export sprites/sounds crashes if used while in another editor.
  • Cord replace crashes if it changes some comment.
  • Random crash while editng lawmaking.
  • Fixed many bugs in OnionSkin.
  • Configuration moved to an user directory.
  • Pasting a RGBA image on Indexed canvas tries to preserve transparency.
  • Added pick to allow color slot redistribution on Avant-garde Palette Editor.
  • Meliorate renderer selection (Native painting is activated if neither OpenGL 2.0 or DirectX ix support is bachelor).
  • Code list updates itself when some value changes.
  • Implemented the variable usage list/log for M.U.G.E.N.
  • Tree list state is preserved when switching between editors.
  • Texture cache is cleared on Native painting mode, saving lots of memory.
  • Fixed the crash when switching from definitions editor correct after some change was made.
  • Stock-still the zoom on animation editor after endmost all tabs.
  • Fixed some crashes while editing animations.
  • Fixed import animations from another project.
  • Fixed consign to HTML.
  • Stock-still some problems with bending and scaling.
  • Changed Options window and then each engine module can display custom settings.
  • Added options to change CLSN default colors on M.U.K.E.N module.
  • Stock-still the Throw creator slider not updating blitheness when moving by keyboard.
  • Fixed the function "Use these contact boxes in all other instances of this frame".
  • Fixed the crash when there's only ane frame in an blitheness with time = 0.
  • Fixed the bug that sends an animation to the peak instead of bottom on organizer.
  • Implemented a progress bar to prove lawmaking reparse progress while switching colorsets.
  • Implemented a new way to write into files, more than secure, as we go along the original file while writing into another temporary ane (if a failure occurs while writing you won't lose the file like before).

As planned, next builds will be exclusive to our Patrons, at least temporarily (early on access) like this i.

Very special thank you to our Patrons, M.U.Thou.E.North. communities and everyone helping to make this a complete success!

Source: http://fighterfactory.virtualltek.com/blog/16-ffs-3-5-4-released

Posted by: browndider1991.blogspot.com

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