This is a summary of major changes from Legendary Explorer 6.1 to Legendary Explorer 6.2. There are too many items to list here; this only covers the major user-facing changes. There are far more minor changes that are not included here, most of them under the hood.
Legendary Explorer
Legendary Explorer Stable now uses .NET 6 Desktop to run. The changes listed below are ones specific to the front-end editors.
New features
- Porting across games now has a 'Port using donors' option. This uses same-named exports in the destination game to improve porting, such as taking an existing same named material.
- Metadata Editor: Click to go to archetype, class, and superclass
- Asset Database: you can now filter by all bool properties on materials, which allows you to find materials much easier
- The UnrealScript editor has seen huge improvements and can now compile entire classes, as well as search. It also has seen massive performance improvements
- FaceFX Editor: Now includes a waveform graph to show you the audio in line with the phonemes of the mouth
- Live Level Editor is now available for all 3 Legendary Edition games. This allows you to edit levels while the game itself is running!
- You can now bulk import/export TLKs thanks to #324
- Soundpanel: You can now create new AFCs when replacing audio by choosing the name when you replace it
- Package Editor: Hold shift and drag entries around to reorganize them - much faster than editing the link!
Changed features
- Texture viewing now uses a GPU accelerated viewer to improve performance, along with options for channels and alpha
- Lots of LE1 classes that had unparsed binary have been added
- Package Editor: 'Open other version of this file' now swapps BIOC_Base and SFXGame for ME1/LE1
- Package Editor: When trashing entries, a warning is shown if it will result in broken references
- Package Editor: More items in the tree have subtext under them based on their parsed properties
- Bio2DA Editor: Check if items being imported are indexed, and use indexed names if they are
- Properties: Show types of arrays/structs more reliably
- Bytecode: Now shows replication block bytecode on classes
- Sequence Editor: Now supports showing input activation pins when using Kismet Logger tracing
- Sequence Editor: New custom kismet classes have been added for all 3 games.
- Dialogue Dumper: Huge increase in speed due to package opening optimizations
- Sequence Editor, Pathfinding Editor: Significant performance improvements due to changes in graph code
Bugfixes
- Static array indexed properties now show their index in the interpreter
- Dialogue Dumper now properly can dump LE1/ME1 non-INT localizations
- Fix 'find unmodded candidate' not searching in TESTPATCH (ME3)
- Custom class support in tools has been slightly improved
- Texture Studio: Right click goto export now works for non-vanilla textures. Big performance improvements due to changes in LEC
- Many smaller bugfixes
Legendary Explorer Core
Legendary Explorer Core (LEC) is the back end which handles various filetypes and is shared across many tools.
New features
- Packages can now be opened using
MEPackageHandler.UnsafePartialLoad(), where you provide a predicate of what data to actually load. This can be useful if you only need data out of a very small amount of the package, this greatly speeds up things such as scanning when used appropriately - A new constructor
MEPackageHandler.CreateAndOpenPackage()creates a package on disk and returns the object. It used tor require 2 steps.
Changed features
- Code for resolving imports has been significantly improved, including accounting for the
ForcedExportflag - Creating a texture map should be significantly faster due to optimizations calculating CRCs and opening packages
Bugfixes
- Saving a UDK package will make package behave as saved, rather than save-as'd (will change behavior in LEX)
- Add BioGuiResources to Coalesced compiling (used for PC version of ME3/LE3)
- Slightly improved console platform support for OT console files
- (Game 3) Serializing coalesced will now automatically lowercase property and section names as they appear to only work if lowercase. This is only done on serialization, deserialization is unchanged
- Porting across files will no longer be able to import from files that load after, e.g. engine cannot import from sfxgame. This is a rare condition but may have occurred if developer tried to be crafty
- Many smaller bugfixes