Starting from this version, I no longer bundle Daggerfall Imaging and Daggerfall Modelling with the distribution. These tools are Windows-only and greatly increased the ZIP size. If anyone needs these tools, they’re available for download here as usual.
Patch notes for new version are below.
- Added DaggerfallBillboardEditor script for additional billboard details.
- Added enumerations for enemy mobile types in dungeons (e.g. GiantBat, SkeletalWarrior).
- Added DungeonType enumeration to DFRegion (e.g. Crypt, Orc Stronghold, Vampire Haunt, etc.). Dungeon type is also displayed in Inspector when a dungeon is selected.
- Added random encounter tables based on dungeon type.
- Added animation support for atlased materials.
- Added multi-facing enemy mobile billboard class.
- Added enemy definitions for known enemy types.
- Added animation groups for mobile units.
- Added light import option for cities and dungeons.
- Added enemy import options for dungeons.
- Fixed minor RMB layout bug for non-combined city blocks.
- Fixed minor billboard layout bug for city blocks.
- Fixed minor ground plane tiling bug.
- Fixed dungeon layout bug where RDB block positions on Z axis were reversed.
- Fixed serialization bugs where native data is concerned. Unity does not like to serialize unsigned values. Opted to create Unity-compatible structures where needed rather than modify Daggerfall-native API structures. Removed [Serializable] flag from any API structs.
- Moved MaterialReader and MeshReader to MonoBehaviour components on DaggerfallUnity singleton.
- Moved material and mesh import options to their respective reader component.
- Moved all mesh loading to MeshReader and removed ModelFile class. This eliminated some double-handling of data and slightly increased import times.
- Added the ability to set preferred shader names on MaterialReader component. These are located using Shader.Find() during import.
- Added the ability to set window modifier colours and brightness on MaterialReader
component. This includes a custom window style option.
- When loading Daggerfall files from API with the FileUsage.UseMemory option, FileProxy class will now look for a .bytes file of the same name in your Unity Resources folder (e.g. “arch3d.bsa.bytes”). This helps to create standalone builds (such as web builds) where the Arena2 folder is not required, or only partial Arena2 data is needed.
- Limited full validation checks in DaggerfallUnity to editor mode. This allows builds with partial or no Arena2 data to launch correctly.
- MeshReader, MaterialReader, and ContentLoader scripts are now set to FileUsage.UseMemory to support Resources file support as above.