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New Features
Drew C edited this page Aug 31, 2023
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Here are most of the new features the editor currently has compared to the only previously released editor that you could find:
- Fully updated to the latest version of Panda3D and Python 3
- This means you can now load custom props without having to convert them to panda 1.6 compatible bam files
- Now that it is not a hacky panda3d build, there are many fixes to come with that:
- Resizing TK windows no longer crashes
- Spawning a Toon HQ no longer crashes
- And a ton of other random crashes are fixed
- Utilizes a fully updated, custom, open-sourced libtoontown/libotp
- You now specify which hood storages you want to use with the --hoods argument
- Control-S can now be used to save (currently only if the engine window is selected)
- Collision Boundaries can now be displayed using Control-C or within the TAB radial menu
- JSON based modular custom zone management (read here)
- Stylefiles layout has been simplified
- Each zone is now sorted into their own folder, with the files themselves not including the zone name)
- Animated Props support (Right Click to change animations)
- Interactive Props support
- Animated Buildings support
- Server unique features support (accessible with --server option. Currently only clash has unique options, like the uncapturable building type)
- User-friendliness improvements (help dialogs, like the controls dialog under HELP)
- Debug injector (under advanced)
- Various UI improvements
- The Sign tab now displays all values with 4 decimal places for added precision
- Increased default FOV
- Building Width can now be adjusted while using maya cam (Shift + Right Click)
- SceneGraph now displays nodes as their DNAType as opposed to PandaNode
- The TopLevel node is now a DNAGroup as opposed to a DNANode for consistency between custom levels and Disney's levels
- Editor includes some higher quality fonts
- You can pass a DNA file as an argument to load it upon startup
- e.g.
python -m ttle --hoods TT phase_5/dna/toontown_central_2100.dna
will load Silly Street upon startup
- e.g.
- All COGHQs now go by their IN-GAME 4 letter abbreviation (e.g. CM is now CBHQ)
- Holding tab brings up a radial menu with some convenience access to some features
- Many bug fixes and stability improvements
- [Suit Building Previews]
- Shows how cog buildings will look in game (Only applies to the landmark building currently, not the walls)
- Useful for ensuring walls do not clip through elevators, and to ensure the building is properly against the wall
- Toggled using Alt + S, or within the TAB radial menu
-
Automatic map creation
- Renders image and calculates all needed data for $TOONTOWN/src/quest/QuestMapGlobals
- All done with one press (Shift + F12)
- Corporate Clash Support (--server clash)
- YOTT Filter preview
- UNCAPTURABLE building type
- Support for loading clash's custom building models (for Clash developers only as the models are private)
- Boardbot Buildings will appear in the suit previews (for Clash developers only as the models are private)
- Holiday Support
- Holiday DNA storages can be added to the zone .json files
- Accessible with the --holiday launch option (--holiday halloween or --holiday winter)
- SceneGraph no longer displays zone label objects
- VisGroup editor now properly updates the colors to show the selected visgroup when you make changes
- Compilers
- libpandadna (--compiler libpandadna)
- Corporate Clash Beta 1.1.3 and newer (--compiler clash)
- Box Selection
- Accessible by press S, then holding mouse click and dragging
- This is only temporary, the 'press s' step will be removed in the future
- Accessible by press S, then holding mouse click and dragging
- You can now title landmark buildings through the Landmark Buildings tab
- Previously you had to manually make these changes through the dna file
- A ton of bug and crash fixes
- Removed deprecated CVS features
- Maya Cam is enabled by default
- Improved Suit Path Creation
- A brand new UI is in progress utilizing the Chromium Embedded Framework