Skip to content

Releases: SMGCommunity/Whitehole-Neo

Whitehole Neo Stable 2.0

06 Feb 21:25

Choose a tag to compare

The is the second official release of Whitehole Neo!

Changes

Galaxy Editor

  • Added project defined model substitutions (#94 - Thanks @VTXG)
  • Support rendering areas by name suffix (#90 - Thanks @VTXG again)
  • Fixed scenarios not showing up in the scenario list sometimes (#48)
  • Fixed arrow keys not working on object tree (#81)
  • Fixed "Jump to Zone" from being able to jump to zones that are not loaded on the selected scenario (as they have no position) (#49)
  • Fixed "Jump to Object" from incorrectly calculating object location on rotated zones. (#49)
  • Fixed the off-by-one error that would cause placing an object and path back to back would cause an internal corruption. (#88)
  • Improved the renderer for some objects and fixed some incorrect rendering states.
  • OceanRing didn't render anything whatsoever (not even a default cube). This has been fixed.
  • Fixed some inconsistent error messages when loading a stage
  • Path Point reversal can now be done via CTRL+SHIFT+R
  • New Special Renderer for WoodLogBridge and WoodLogBridgeShort
  • Made the PlantGroup special renderer more accurate to in-game behaviour
  • Fixed CutBushGroup and LuigiEvent from not rendering

World Map Editor (#89)

After years of having to use old versions of Whitehole or other ancient tools, the world map editor is fully back! And it comes with an overhaul of what the old editor did.
You can access it by going to the "Worlds" tab and opening a world. Let's go over some of the details.

Selecting, Adding, and Deleting objects

You now select, add, and delete objects from the 3d view. This allows easier editing of world maps.
When adding, there's an auto lock-on that will put the point at y=0 if possible, and round to the nearest thousand.

New Shortcuts

The world map editor, being based on the galaxy editor, has a lot of the same shortcuts as it. But it also adds 2 new shortcuts:

  • Press L to link the selected points together. They will be linked in the order selected. If you select points 1, 2, 3 in that order, it will create a link between points 1 and 2, and a link between points 2 and 3.
  • Press P to toggle the color of the selected links/points. If it's yellow, it'll become pink. If it's pink, it'll become yellow.

QOL Features

  • Changing the name of the stage with a galaxy point will automatically update the world map icon (given the mini model's name lines up with what the stage name was before, or was empty). Keep in mind that not all stages have a world map icon associated with the stage name. World 1's boss stage uses MiniKoopaJrCastleGalaxy, rather than MiniVsKoopaJrLv1Galaxy for example.
  • Star gates will have a new id automatically generated upon being added.

BCSV Editor

  • General stability improvements
  • Fixed removing columns without known hashes (#84)

Misc

Whitehole Neo public beta 9

15 Jun 22:57

Choose a tag to compare

Pre-release

Big BCSV upgrades incoming!

Changes

3D Editor

  • Material Colors are now rendered on models that use them (such as the Breakable Crystals and Starbits)
  • New Special Renderer: Object Range Renderer
    • GCaptureTarget
    • YellowChipGroup
    • BlueChipGroup
    • AssemblyBlock (changed from ShapeModelNo)
  • You can now view KCL collision! Switch to rendering KCL files in Whitehole's settings. (requires closing and reopening the galaxy)
  • TwoJointScale special renderer has been fixed, it no longer has unresponsiveness
  • Renderer cache system has been improved
  • The whirlpool Warp Pipe variant (EarthenPipeInWater) now uses the same Special Renderer that the normal Warp Pipe does

BCSV Editor

  • You can now add BCSV fields (columns)
  • BCSV fields can have their properties edited
  • BCSV fields can now be deleted
  • The bug with reordering columns has been removed, as reordering columns has been disabled.
  • A number on the top right of the BCSV editor will show your selection range
  • Fixed incorrect Default values

Misc

  • A special message for the game directory not being found on startup has been added

Whitehole Neo public beta 8

15 Feb 18:23

Choose a tag to compare

Pre-release

Took a while for this one to come out, but it's here!

Changes

3D Editor

  • Black Holes no longer lock the black hole files
  • Black holes don't crash when one of it's files can't be found
  • Minor path rendering performance improvements
  • Plant Renderer now has a limit to prevent overload (#65)

BCSV Editor

  • the Open, save, etc. buttons are now properly disabled
  • A list of recently opened files was added
  • Added shortcuts for the MarioConst bcsv files

Misc

  • --version was changed to -version so that that bat file doesn't break on older java versions
  • The Hash Generator returns! (#13)
  • Fixed #56

Whitehole Neo public beta 7

13 Sep 22:28

Choose a tag to compare

Pre-release

Whitehole.

Changes

3D Editor

  • Added TEV Swap support
  • Added Area Limit warnings (Can be overridden per workspace) (#31)
  • Added more model substitutions for objects that don't have a model with a matching name (#21)
  • Added the option to use Low/Middle models where applicable (reopen the Galaxy Editor to apply) (#22)
  • Added the option to start the Galaxy Editor Maximized (#46)
  • Added Collision Rendering (Invisible Wall Rendering) (#16)
  • Object Properties that are not used by the class according to the Object Database now appear italicized.
  • Object Properties can now have Tooltips (#19)
  • Object Properties that have selectable options now have a Dropdown. (#35)
    Bug Note: Sometimes part of the galaxy view gets obscured permanently even after closing a dropdown. Reopen the Galaxy Editor to fix.
  • Fixed PlantGroupRenderer from being unable to render color frames
  • Fixed GeneralPos from being unable to be rotated via keyboard shortcuts
  • Fixed PoleSquare from not rendering like the other poles
  • Zones that are not loaded on a given scenario now indicate that in the Zone List (None instead of just Common) (#50)
  • Added more SpecialRenderers
    • WaterLeakPipe (TwoJointScale)
    • FireRing (PatternRenderer)
    • CircleCoinGroup (PatternRenderer)
    • CirclePurpleCoinGroup (PatternRenderer)
    • StarPieceGroup (PatternRenderer)

BCSV Editor

  • Disabled UI buttons when no BCSV is currently opened (#47)

Misc

  • The Object Database web request now times out in 10 seconds to prevent long opening times.
  • Added the Whitehole Icon to the CreateGalaxyForm and GalaxyPropertiesForm since it was previously missing

Whitehole Neo public beta 6

12 Jul 16:29

Choose a tag to compare

Pre-release

Who doesn't like more features?

Changes

3D Editor

  • Fixed PichanRacer from not showing colours
  • Index out of Bounds on BTP animations has been fixed
  • Added the ShapeModelNo Special Renderer, which allows objects to use ShapeModelNo to load different numbered models
  • Fixed Overdraw in GlobalPointGravity (basically improve performance when drawing that gravity area)
  • Added the PlantGroupRenderer Special Renderer, which allows PlantGroup objects (PlantA, PlantB, etc.) to be viewed in Whitehole with Visual feedback for the circular pattern. (#14)
  • Added the ability to reset Path Points with Ctrl+Shift+Alt+C (This resets the control points of a path point)
  • Fixed missing Undo support for "Truncate" (Ctrl + N)
  • Added the ModelByProperty Special Renderer, which allows objects such as the Observatory Domes to be rendered by Whitehole (#26)
  • PowerStarHalo now renders correctly in SMG2
  • The 3D renderer now has BCK Support! Special Renderers that can use animations now support BCK
  • Fixed Bone Joint Matrix calculation when Maya scaling and Inherit Parent Scaling are enabled or disabled

BCSV Editor

  • Fixed sorting BCSV columns by numerical order (1, 9, 10, 11 instead of 1, 10, 11, 9)

Misc

  • There are some more invalid level warning messages for if you have a corrupted scenario file

Whitehole Neo Stable 1.0

31 May 21:50

Choose a tag to compare

This is the first official release of Whitehole Neo!

Changes

  • Added a galaxy/zone properties button, allowing you to add and remove layers from galaxies or zones (#37).
  • Added a "Status" tab, which gives more information about the status of the current game files (#36).
  • The status bar at the bottom will give hints when a valid directory is selected.
  • Added Black Hole Rendering (#15).
  • RGBA6 Vertex Color support added.
  • Folder selection will now use the native file explorer window for Windows.
  • Included .bat file now displays java version and pauses for errors.
  • Press SHIFT + SPACEBAR to jump to the center of the selected zone

Bjorn's Changes

Thanks @BjornVanBruchem for adding these next ones!

  • Upon adding an object (or spawn point), Link IDs and Spawn IDs automatically get assigned a unique ID.
    Both of these have a button next to their ID fields that can do this manually.
  • The default priority of Areas is now -1 instead of 0.
  • Shortcuts have been added to the BCSV editor for Design Areas, Sound Areas, and Sound Objects.

Bug Fixes

  • Fixed BTP clamping and Color3 reading.
  • Fixed a bug where deleting/duplicating sorted rows in the BCSV Editor deleted/duplicated the wrong entry (#34).
  • Fixed a bug where truncating using Ctrl + T wouldn't notify Whitehole that there are unsaved changes.
  • Fixed bugs that caused adding and deleting objects in Edit Invididually to break a lot of things (#10, #9).
  • "Fix bug with Basic Renderer (Obj Arg detection)".
  • Made Path JMap lowercase for SMG1 directories, preventing some game crashes.
  • Area shape rendering was made more accurate.
  • The trial galaxies in SMG1 are now listed under World 8 in galaxies.json/zones.json.
  • Minor spelling fixes for galaxies.json/zones.json and initializing GUI.
  • Fixed a bug where opening galaxies on Linux sometimes led to a crash (#42).
  • Fixed a bug where objects were deselected upon adding them, which disallowed adding multiple path points (#43).
  • Fixed a bug where Fixed Pasting a path wouldn't paste the control point data, thus corrupting your map file.

Whitehole Neo public beta 5

30 Mar 00:38

Choose a tag to compare

Pre-release

Bugfixes are now going to be taking priority going forward, so if anything goes wrong in these betas that's a critical issue, please let us know!

Changes

3D Editor

  • Fixed Wire Gravity Rendering (thanks to @jupahe64)

Special Renderers are here!
Certain objects will have special rendering capabilities. The current list of Special Renderers consists of:

  • BasicAnim: Allows basic use of Animation Files being tied to Object Arguments.
  • TwoJointScale: Allows the moving of joints based on an Object Argument.
  • Phantom: Renders a Ghost version of an object (when selected) so you can see an alternate position that the object can be in.
  • PowerStar: Special rendering for Power Stars. Automatically gets the correct star colour if applicable.

Objects currently using special renderers:

  • PowerStar
  • GreenStar
  • GrandStar
  • SuperSpinDriver
  • SuperSpinDriverGreen
  • SuperSpinDriverPink
  • Tico
  • Kinopio
  • Caretaker
  • CareTakerHunter
  • Rabbit
  • Monte
  • Penguin
  • PichanRacer
  • EarthenPipe
  • Pole
  • Pole2Way
  • Trapeze
  • Dossun & DossunBig
  • LiftFlower
  • All vanilla objects using the SwitchingMoveBlock class
  • All vanilla objects using the SimpleMapObj class
  • All vanilla objects using the RotateMoveObj class

If something goes wrong with a Special Renderer, please let us know.
If you want your custom object to use one of these special renderers, you can add a "specialrenderers.json" file to the root of your workspace (the same place your custom galaxies.json goes) and add your custom objects to that. (You will need to restart Whitehole for your changes to take effect).
The format of your custom json needs to follow the format used in the default special renderers, so if you want to you may copy the specialrenderers.json file included with Whitehole, and edit that.

BCSV Editor

  • You're now allowed to manually type a Galaxy/Zone name instead of being forced to select from the pre-determined listing.

Misc

  • You may now open zones without opening their respective galaxy. Switch tabs on the Galaxy Selector.
  • The Galaxy / Zone Creator is here! Click on the respective button to get started. (Note that created Zones are not registered to galaxies, you need to do that separately)
  • You can now find the Whitehole Neo version inside the About window
  • Reordered all the credits to be in alphabetical order

Whitehole Neo public beta 4

09 Mar 18:23

Choose a tag to compare

Pre-release

Clearly, the last release was not the final public beta. There will likely be more of these now.

Changes

3D Editor

  • Added a special Power Star Renderer (they look beautiful now!)
  • Fixed more rendering issues with Environment mapping, mipmapping, and Texture UVs
  • Object path validation is fixed (and displays the correct layer this time)

BCSV Editor

  • The tab at the top that used to read "Open" now reads "Shortcuts" (which is more accurate)

Misc

  • You can now hold SHIFT in the Galaxy Selector to view the Galaxy's Internal Name (#28)
  • Additional Debug logs are now available via the settings menu (#18)
  • Area colors can now be changed in the settings (#12)

Whitehole Neo public beta 3

25 Feb 16:55

Choose a tag to compare

Pre-release

This could be the final public beta of Whitehole Neo before the "full release" occurs. No promises though...

Changes

3D Editor

  • Fixed the 12 year old Hyperspeed bug
  • Fixed the 12 year old "Click-through objects" bug
  • Press Control Z to undo any action that you've taken since opening the level. (If something is missing from this, PLEASE say something)
  • Copy and Paste now uses a text based system (that may look familiar to some...).
    • You can copy paste objects between levels
    • You can save your Copied objects for pasting later
    • You can copy objects and send the copied data to others with ease
    • All data from the objects is carried in the copied data
    • There are Two different paste modes:
      • Additive Pasting (CTRL+V) will allow you to paste objects the same way that you add objects. Click the mouse to place pasted objects, and hold SHIFT to paste the same thing multiple times.
      • Literal Pasting (CTRL+SHIFT+V) will paste the clipboard only once, using the exact zone positions that are in the copied data.
  • BMD Renderer improvements
    • Normal data is now taken into account by the renderer. Some models now look better (though some may argue others got worse)
    • LoD Bias for textures is now taken into account. Mipmaps will now render with proper bias.
  • OceanBowl and OceanSphere are now rendered as Deep Blue areas
  • Fixed MessageId and Switch validation
  • Whitehole now Loads and Saves asynchronously, so the program will not longer say "not responding" while loading or saving a level.
    • If a level fails to load, try re-opening Whitehole. If it consistently fails, report an issue.

BCSV Editor

  • Changed the default value for adding a new entry back to Zero

Misc

  • The object database downloader has switched to using the new SMGCommunity object database

Whitehole Neo public beta 2

19 Feb 21:34

Choose a tag to compare

Pre-release

This is another public beta for Whitehole Neo. This one is more experimental than the last one.

Changes

3D Editor

  • Resize the GL viewport when using High DPI (Experimental)
  • Fixed Multi-Renderers from locking Archives

BCSV Editor

  • Fixed BCSVs from being locked

Misc

  • Experimental Error handling