Releases: GompDS/ESDStudio
Releases · GompDS/ESDStudio
ESDStudio v1.0.2
Bug Fixes
- ESD description would not be saved upon creating a new ESD and saving
- Creating an Elden Ring: Nightreign project in a fresh instance of ESDStudio would cause a crash
- Other odd crashes involving Oodle
Additions
- esdtool packaged with ESDStudio is now v5.0.1 and includes updated NR docs
- esdool now utilizes your project's mod directory for ESD annotation meaning modded msg and params should be recognized.*
*In my testing using Dark Souls III, esdtool seems to prefer dlc_01.msgbnd.dcx in the case of overlap with dlc_02.msgbnd.dcx so if you aren't sure why your modded msg text isn't showing up that might be why.
ESDStudio v1.0.1
- Many names for Nightreign ESDs added (courtesy of PC)
- Improved the options for creating new BNDs, meaning its now possible to create a BND like 'm10_33_14_00' within the editor. Previously the last two sets of numbers could only be set to zeros. This was changed to improve compatibility with AC6.
- Bug fix: app crashed because project was null when attempting to get project's name
ESDStudio v1.0.0
- Should support Elden Ring: Shadow of the Erdtree now
- Armored Core VI support
- Elden Ring: Nightreign support
- Now using ESDLang docs instead of my own docs
- ESD file name in the editor is now treated like a string instead of a number
ESDStudio v0.6.1
- Fixed a bug where you could not create a new project if the project folder already existed, but the ESDStudioProject.toml did not exist.
ESDStudio v0.6.0
- Dark Souls: PTDE support and Dark Souls: Remastered support
- Enhanced performance with large ESD files
- Various bug fixes
- Game text annotation is enabled by default, but can be disabled in Editor Settings
ESDStudio v0.5.0
Bloodborne support
ESDStudio v0.4.1
fixed bug where new esd id max length was too short
ESDStudio v0.4.0
Initial Release