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@ScanMountGoat ScanMountGoat released this 23 Jul 14:52
· 16 commits to main since this release

SSBH Editor

Installation

Make sure your system meets the system requirements. Check the steps below for your operating system if the application still fails to launch properly.

Windows Installation Instructions

SSBH Editor for Windows requires the Visual C++ runtime, which can be downloaded from https://aka.ms/vs/17/release/vc_redist.x64.exe. This only needs to be installed once.

SSBH Editor will attempt to use the Vulkan graphics backend on Windows. Some systems may experience graphical errors or fail to launch ssbh_editor. The application can be forced to use DX12 by launching the application from command prompt using the command ssbh_editor.exe --backend dx12. This only needs to be done once. The preferred backend can always be changed later from the application preferences window.

Mac OS Installation Instructions

MacOS users with Apple silicon macs should select the build ending in apple_silicon. SSBH Editor isn't released through the Apple App Store or signed with an Apple Developer ID. You may see a warning that the application "can't be checked for malicious software". Follow the steps on the apple support page to open and run the application. These steps only need to be done once every time the application is downloaded.

Linux Installation Instructions

Builds are tested on PopOS, so there may be issues on other Linux versions. For example, some distros like SteamOS may experience UI scaling issues. The UI scale can be set manually in Menu > Preferences to a value like 1.0. If the application is experiencing very low framerates, check that SSBH Editor is actually using the correct GPU in Menu > Device Info. Please report any installation issues by making a new issue on GitHub with information on your operating system and GPU specs.

Changelog

For a full list of changes for each version, see the changelog.

Added

  • Added an option to remove unused entries in the Modl Editor.
  • Added Modl > Rebuild from Mesh to the Modl Editor to both add missing entries and remove unused entries.
  • Added Meshes > Hide Ink Meshes for hiding stage ink meshes.
  • Added an option to automatically hide ink meshes to application preferences.

Changed

  • Adjusted long material labels to wrap instead of clip in the Modl Editor, Matl Editor, and Material Preset Editor.
  • Adjusted mesh name text boxes in the Mesh Editor to not clip.
  • Adjusted texture parameter names in the Matl Editor to show the color channels used by the shader on hover.
  • Moved editing of model files to a separate tab in the Modl Editor.
  • Adjusted the behavior of Meshes > Show All to also show meshes instead of just models.
  • Adjusted the behavior of Meshes > Hide Expressions to not hide ink meshes.
  • Changed the Max Anisotropy selector in the Matl Editor to not include the None variant to better reflect in game data.

Removed

  • Removed the Advanced Settings toggle from the Matl Editor and Material Preset Editor. Right click textures to rename instead.
  • Removed the Advanced Settings toggle from the Mesh Editor. Advanced editing options are now always enabled.
  • Removed the Advanced Settings toggle from the Modl Editor. Advanced editing options are now always enabled.
  • Removed Modl > Add Entry from the Modl Editor. Add entries based on the current numshb instead.

Fixed

  • Fixed an issue where the texture drop down in the Matl Editor did not correctly ignore case.