Flagrum Changelog - Kizari/Flagrum GitHub Wiki
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This page is no longer being maintained, but is being kept for posterity.
- The user is now warned and prevented from deleting active mods while the game is running
- Residual data is now cleared from the game data directory when force disabling a mod (see #67)
- A popup has been added for early access users to show important information about the Moogle Chocobo Carnival
- The Moogle Chocobo Carnival popup has been altered for the official mod release
- Fixed a bug where mods were not updating correctly on save for some users under certain conditions (see #63)
- Fixed a bug where Flagrum would crash when deleting loose file instructions (see #66)
- Fixed a bug where Flagrum would sometimes crash when renaming profiles (see #68)
- An attempt has been made to fix a bug that happens with enabling/disabling mods for some users (see #60)
- Fixed a critical bug that was causing Steam Workshop mods to fail when building from FMD (see #61)
- [Early Access] Ability to create new EARC files
- [Early Access] Ability to reference other EARCs and files from a mod
- [Early Access] Ability to add new files to the game
- [Early Access] Ability to add new loose files to the game (such as music tracks)
- Episode Duscae & Platinum Demo models can now be viewed in the Asset Explorer
- All projects migrated to .NET 7
- 3D viewer can now preview LODs of models that have them
- Paths in Mod Manager now have a copy button next to them and won't copy with a line break or space
- Flagrum can now preview and export PS4 BTEX files and therefore also textured models
- Empty folders are now deleted when reverting applied mods
- Mod card editor no longer loads the whole mod into memory, so editing details for larger mods is much quicker
- Fixed bug where models without UV maps were crashing the 3D viewer
- Fixed bug where some file names were showing incorrectly due to the extension name being in the file name
- Fixed bug where mods could enter a bad state when editing conflicting mods (see #49)
- Fixed issue where thumbnails would rarely go missing (see #50)
- Fixed issue where individual prefabs would export incorrectly (see #51)
- Fixed bug where mods could not be deleted if one or more FFG files are missing (see #46)
- Fixed issue where Workshop mod thumbnails were not being updated after saving until restart
- Moogle Chocobo Carnival icon added so the popup can be shown again if desired
- More text has been localised
- Support for Moogle Chocobo Carnival added
- Early Access restrictions removed from Forspoken functionality
- Edit Profiles button is now hidden when Flagrum is waiting for paths to be set as it doesn't work from this state
- Fixed issue where altering existing Steam Workshop mods would crash Flagrum
- Fixed issue where loading indicator would show indefinitely when uploading Steam Workshop mods
- Fixed issue where Flagrum would crash when selecting a newly created Model Replacement preset
- Fixed issue where sometimes incorrect instances of files sharing the same URI were being indexed
- A popup now appears when a mod fails to disable instructing the user of potential corruption and providing an option to force disable the affected mod
- Fixed bug where the hash of an earc was being calculated too soon causing earcs to become corrupted
- Fixed bug where Steam Workshop mods were not being built correctly
- Fixed a bug that would cause some users to crash on startup
- Fixed a bug where migration to the profiles system could be corrupted due to concurrency issues
- Support for Forspoken
- New profiles system that allows multiple copies of Luminous games to be managed at once
- Support for previewing and exporting texture arrays
- Download Mods button added to Mod Manager
- Patreon integration and early access features
- Updated archive packer API to be nicer to work with
- Reworked mod builder API to be less cumbersome and support polymorphism
- "Support Me" menu item changed back to "About"
- Added localisation for Asset Explorer Settings
- Environment exporter is now a reasonable bit faster
- Fixed a bug where non-recursive folder export would not respect the file type filter
- Fixed a bug where "unknown" file types where not exporting with their "true" extension
- Fixed a bug where the Asset Explorer would always show loading message on fresh installs (See #38)
- Fixed a bug where the 3D model preview would sit outside the Flagrum window on some devices (See #17)
- Address bar navigation is now available in the Mod Manager popup Asset Explorer
- Files can now be switched in the Mod Manager build list without creating a new build instruction
- Build list instructions in the Mod Manager can now be filtered by a search query
- An icon has been added at the top of Asset Explorer while in the root folder to allow bulk export directly from data://
- Texture settings have been added to the 3D viewer so the user can decide on the load speed versus quality trade-off
- Tree view is now available in Asset Explorer's Game View for those that prefer this style
- List view is now available in Asset Explorer's File System for those that prefer this style
- Virtualisation has been added to the Mod Manager build list to speed up the UI on larger mods
- File System view in Asset Explorer now supports a larger range of previews and conversions
- Build order of reverting mods has been altered to prevent corruption in cases of rare crashes
- Export Folder has been reworked to allow a much more versatile range of export options
- Text is now selected when clicking on the address bar in Asset Explorer to make pasting URIs quicker
- The popup Asset Explorer now stays visible while selecting a replacement file in the Mod Manager
- Copyguard protection has been added to Workshop mods in hopes it may allow updating of old MO mods
- Texture replacements now support DDS files once again
- Flagrum's icon has been updated. Thanks to Luthus Nox Fleuret for creating the logo and associated graphics
- Fixed a bug where non-Flagrum Workshop mods were being corrupted when altering the stats (see #10)
- Fixed BTEX converter crash when replacing textures with non-compressed pixel formats
- Fixed a bug where file association for FMOD was bound to older versions of Flagrum
- Fixed a glitch with the Asset Explorer for model replacement presets (see #32)
- Fixed a rare bug where changing model previews could crash Flagrum (see #33)
- Fixed a rare bug where Flagrum could crash when switching to Asset Explorer (see #21)
- Fixed a bug where some broken models would crash the 3D viewer (see #18)
- Fixed bug where loading indicator would not show when switching between model previews
- Flagrum now supports mods that target 4K DLC files even if the user does not have this DLC installed
- Flagrum now uses much less memory when converting images and building mods, this should make certain actions quicker and more stable
- Flagrum no longer crashes when exporting certain models with dependencies
- The Mod README UI no longer deforms strangely when long lines of text are added
- Flagrum no longer crashes occasionally when building Steam Workshop mods
- Flagrum no longer crashes occasionally when using Batch Export in File System view
- Added Chinese language support (huge thanks to Chisa for providing the translations)
- Flagrum now supports its own custom FMOD format, which allows for smaller mods, quicker installation, and installation by double-clicking the mod without needing to launch Flagrum first
- Mods can now be favourited to keep important mods near the top of the list
- Mods are now sorted alphabetically by name
- Mods now have an optional README that allows for packaging rich text information in with your mod
- Mods now have categories, and mod cards can be filtered by category
- Files and earcs can now be navigated to quickly from the mod build list by clicking the button next to the path
- Custom key bindings can now be set on the 3D model viewer in the Asset Explorer (thanks to cvlnomen for writing the code for part of this functionality)
- Your own mods will now be cached on build to allow for faster build times on larger mods. A button has been provided to clear this cache for a given mod
- You can now enter a URI or file path in the address bar of the Asset Explorer to navigate it quicker
- BTEX converter has been upgraded to support replacing any possible image type in the game
- Exporting a mod will now export to FMOD instead of ZIP
- Mod card information has been separated from the build list to allow for editing mod information without rebuilding a mod
- Mod builder will no longer corrupt game files in the rare case that Flagrum crashes during build
- Backup files will no longer be missing in the rare case that Flagrum crashes during mod build
- Fixed issue where large missing file lists did not fit inside the error window
- 3D models can now be previewed in the asset explorer
- The old gmdl.gfxbin preview information has been removed in favour of the 3D viewer
- All text now has Japanese localisation
- Ability to change the client language has been added to the Settings page
- Flagrum now checks for the presence of WebView2 and warns the user appropriately if it is unavailable
- Additional donation options have been added for those who were unable to use BuyMeACoffee (thank you for your support!)
- Steam Workshop ACF path is now inferred from the game path and no longer needs to be set manually
- Configuration from settings.json and state.json has been moved into the local database
- Fixed another bug that could cause Flagrum to crash rarely while using the Mod Manager (see #3)
- Right-click option added to folders in Asset Explorer that allows exporting all script files to XML or XMB2
- Mod Manager card thumbnails are now automatically resized when set to reduce mod size
- Existing thumbnails will be automatically resized to save disk space
- Flagrum now supports installing retexture mods that include 4K textures when the 4K pack is not installed
- Legacy mods with files targeting the 4K packs can also be installed now if the 4K pack is missing
- XML now exports correctly on devices that use a comma decimal separator
- Menu graphics are no longer deep fried when automatically converted to BTEX by the Mod Manager
- Fixed issue where legacy mods with multiple conflicts would fail to install after selecting the first item to keep
- Mods that target files you do not have will no longer potentially leave your files in a bad state
- Delete button no longer shows on New EARC Mod page (use the cancel button instead)
- Loading indicator now shows correctly after acknowledging a mod conflict when enabling mods
- Loading indicator no longer gets stuck on indefinitely when declining to disable a conflicting mod
- Fixed bug where Flagrum would rarely crash randomly when using the Mod Manager due to database thread collision
- Mod thumbnails now update correctly when switching between different EARC mods
- Mod thumbnails now update correctly on the mod card after changing the image
- Fixed a rare issue where Workshop Mods would not show up due to case sensitive file paths
- Additional information has been added to legacy mod installation errors to help understand why the mod will not install
- XML preview and export will now automatically encode reserved symbols—this fixes issues where certain EXML files would cause the game to crash when put back into the game
- Mods with instructions to "Remove" a file can now be saved successfully
- Re-enabling a mod with "Remove" instructions will no longer permanently break the original EARC
- Legacy mods will now be installed correctly when an existing mod removes files that the legacy mod would need to alter
- Mods with "Remove" instructions can now be exported successfully
- Installing legacy mods with multiple conflicts will no longer crash Flagrum
- Warning text that appears when mods are enabled on the "Rebuild File Index" dialog is no longer truncated