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Overload Level Editor

Overload is a registered trademark of Revival Productions, LLC.

Source code to Overload Level Editor (OLE) and Decal Mesh Editor (DMeshEditor)

How to run

Improvements

  • Displays game models for entities (by Arne)
  • Application icon (by CHILLYBUS)
  • Fix for NaN UV errors (by Arne)
  • Fix lava particle effect size (by kevin)
  • Align copy/paste by edge (by kevin)
  • UV Editor window UI location/visible tweaks (by Sirius)
  • Fix quaternion conversion used for entity rotation (by Arne)
  • Add "Bisect Polygon" button (by Sirius)
  • Locale independent hunter/falcon export (by Arne)
  • Fix export with portal with lava slave side (by Arne)
  • Obj Import Improvements (by Arne)
  • Make texture name label in DMeshEditor work (by Arne)
  • Fix invisible textures in DMeshEditor (by Arne)
  • Allow cycling backwards on the Entity Pivot field (by Arne)
  • Add color dialog to light color field (by Arne)
  • Fix degenerate cases; make drag mark update marked vertex/face counts correctly (by Sirius)
  • Fix display of textures in decal list (by Arne)
  • Show current entity coordinates in Entity Coords input box (by Sirius)
  • Fix inverted default segment UV orders (by kevin)
  • Custom reflection probe options (by kevin)
    • Trigger entity subtype for placing reflection probes directly instead of through LevelPost
    • Checkbox in level custom info to include or exclude default chunk-based reflection probes on export
    • Exported reflection probes are always forced on
  • New TriggerDepth property for controlling the automatic opening proximity for doors (by kevin)
    • Default is 12 units
    • Clearing/not setting uses default
  • New optional starting HP property for Prop and Special entities (power cores, reactors, matcens) (by kevin)

How to build

OverloadLevelEditor.sln should be buildable on Visual Studio 2017+