1.0.0.X

Version 1.0.0.0

Released 29th October 2026.

  • Added a Mod Manager:
    • Install mods from other modders via mod packages, which can be installed by double clicking the file or dragging them onto OpenCAGE
    • Supports handling conflicts across multiple installed mods
    • Allows reverting changes back to vanilla
    • Supports creating your own mod packages for distribution
    • Choose exactly what goes into a mod you make: individual composites, assets and settings, and UI and animation changes one by one
    • Choose how a mod you make installs - combined with other mods that change the same levels and files, or replacing what it changes whole - and save a new version of a mod you've installed to take its place
  • Added new 'Live Link' functionality:
    • Added/modified/removed script entities live update in-game while Live Link is connected - place composites and modify lights, characters, and more in real time
    • Dragging an entity with the viewport gizmo, or picking a colour in the inspector, updates the running game as you go
    • See real-time script activity in the flowgraph (Show Activity) including active links and trigger counts via new highlighted links and method/target annotations
    • Trigger methods on entities manually via a new dropdown in the inspector
    • Sync the camera to the viewport to see the in-game camera position in OpenCAGE, or vice-versa
    • Play CAGEAnimations in the running game from the CAGEAnimation editor's Animation Mode, to time them against the real level as you edit
    • Capture new cubemaps for EnvironmentMap entities in-game (one at a time from the inspector, or all at once with File > Recapture All Cubemaps) - they're automatically imported and assigned, replacing the old ones, at their size or one picked in Options > Misc > Cubemap Capture Size
    • Changes made in the Radiosity, Hair and Skin Shading, and Global Constants editors show in the running game as you make them
    • Changes made in the Alien Configs, Difficulty Settings and Viewcones editors reach the running game too, which reads those files again after each edit instead of only when it starts - needs the Debug Menu
    • Added a script debugger: set breakpoints on flowgraph nodes (right-click > Set Breakpoint, or F9) or on a single method pin (Break on ...) to stop the game's scripts when an entity's methods are about to be called, see the calls that led there, then Continue (F8) or Step (F10) - needs the Debug Menu
    • The composite toolbar's 'Script Debugger' menu, each item with its own icon, has Go to Breakpoint, Remove All Breakpoints, Show Live States Above Nodes (each entity's state and data pin values in the running game, over its node), Select Entity Under Game Crosshair, Pause the Game's Scripts, Jump to Node When a Breakpoint Hits and the Runtime Error Log
    • Added a Runtime Error Log (Launch Game's new 'Error log' option, under Live Link): the level's script errors and failed checks listed as the game finds them, like a game engine's console - double-click one to go to its entity, flowgraph nodes with errors show a warning sign, with Clear, Clear on Play (on by default) and Group by Entity
    • Options > Misc > Hide Live Link Label In-Game takes the 'OpenCAGE Live Link' label off the game's screen, straight away while connected
    • Works with the Steam, GOG and Epic Games Store versions of the game
  • Added a new 'Debug Menu' launch option, an in-game debug menu (press F7 - rebindable), with its tabs in groups:
    • Overview: the level, current and loaded zones, the player's position and speed, the frame rate, draw calls, GPU time and memory in the corner of the screen
    • Characters: what every character senses, knows and is doing (with labels, view cones, hearing ranges and paths drawn over the game), controls to change them, their animation trees, clips and skeletons, player cheats, teleports and items, and the alien's menace and what it has learnt
    • AI: follow each character's behaviour tree live, see the squads, toggle the trees' own debug switches, and log their debug actions and state changes
    • World: what's under a crosshair (its collision, material, entity and model), the zones streaming in, and trigger boxes, doors, the nav mesh, cover, jobs and physics drawn over the game
    • Scripts: the script errors the game never reports, waiting calls and trigger counts, saved variables and objectives, global events, CAGEAnimations, a script profiler and the cameras
    • Sound: every sound playing and what played it, an event log, speech and subtitles, what the AI hears and the route the sound took through the sound network, and the music - plus making noises for the AI and playing sound events
    • Rendering: the game's own rendering switches and debug views, muting or soloing lights, what the radiosity, post-processing and render targets are doing, and why something isn't drawn
    • Performance: frame time, draw calls and the renderer's fixed limits, GPU and CPU timing, memory and streaming, and the game's UI memory overlay
    • Game: the game's flow and every level to load, saves and achievements, debug and level checkpoints, pausing, stepping and game speed, and alerting, withdrawing or resetting the AI
    • Cinematic: the free camera and its tools, which replace Cinematic Tools (see below)
    • Characters > Player's cheats include 'Stench of evil' (every enemy near the player dies), 'Invisible but audible' (the AI hears the player but can't see them), 'Break free of strangles' and 'The alien can't grab the player'
    • Characters > Player's 'God mode' and 'The alien can't grab the player' also stop the alien's grab and its vent ambushes, which kill without doing damage (god mode keeps facehuggers off the player too)
    • Characters > Player can send the HUD's screen-effect events (low health, strangle, death, hits, a medkit's heal...) by hand, for testing HUD mods
    • Characters > Control can make an NPC invulnerable, test damage effects (stun, EMP, blind, acid, gas, fire) on it or on everyone nearby, and ragdoll it and stand it back up - plus a choice of damage for every NPC (one-shot kill, one-shot maim, at most 1 damage, nobody dies) and a switch that keeps hurting or killing an ally from ending the game
    • AI > Tuning can have the running game read the alien configs, difficulty settings and viewcones again
    • The Sound tab's 'AI hears in straight lines' has the AI hear every sound by its straight-line distance, leaving the sound network out - a quick check of a level's sound network
    • Game > Tools has a fixed time step, for smooth captures and repeatable tests (camera tracks keep to it), and snapshot slots (experimental) that restart the level from an earlier checkpoint again and again without touching your saves (with 'Don't write saves' on)
    • Its lists of things around the camera (environment animations, cover, off-mesh links and traversals, lights and sounds playing) are sorted nearest first once a second and keep their order in between, so their rows no longer jump about as the camera moves, and character labels close together on screen no longer print over each other
    • Nearly everything in it has a name, so OpenCAGE and AI assistants can read and drive it over Live Link
  • Cinematic Tools are now part of the Debug Menu, in its Cinematic group:
    • Launch Game's 'Enable Cinematic Tools' option is replaced by the Debug Menu (ticked for you if you had Cinematic Tools enabled)
    • The separate Cinematic Tools injector is no longer shipped, so there's nothing for antivirus software to block
    • Live Link and the other scripting helpers now run alongside the free camera
    • Works with the Steam, GOG and Epic Games Store versions of the game
    • Zones are now loaded around the camera as it moves
    • Added camera tracks - capture camera positions, set timings, and play back a smooth track (keep several, and save them to a file)
    • Added screenshots (F9) and hiding individual HUD layers
    • Cinematic > Screenshots can also use the game's own capture, for stills and image sequences
    • Cinematic > Free Camera's 'Fly with this window open' option keeps the free camera flying while the Debug Menu is open: the keys fly it (unless you're typing in one of its boxes), holding the right mouse button away from the window turns it, and the wheel zooms away from the window
  • Reworked the Launch Game window:
    • Its options are now in three groups (Debug tools, Game options and UI tweaks)
    • Some options have new names: 'No UI' is now 'No HUD', 'Patch Current-Gen Optimisations' is 'Current-gen script fixes', 'Render Constant Ambient' is 'Constant ambient lighting', 'Enable Hot Reloading' is 'Hot reload', 'Enable Debug Checkpoints' is 'Debug Checkpoints (in Pause Menu)', 'Enable Level Selection' is 'Level Select (in Main Menu)', 'Enable Debug Loadscreen' is 'Quicker Loadscreen' and 'Add Quit To Menu On Death' is 'Quit Option On Deathscreen'
    • Tick 'Load straight into' to launch into a level, skipping the title screen - otherwise the game starts at the front end as normal
    • Added a 'Don't write saves' option (with the Debug Menu) which keeps the game from writing to your saved games and settings while you test - it can also be turned on and off in-game from the Debug Menu
    • Added a 'Debug entities' option which makes the debug script entities work in game: DebugText, DebugTextStacking, DebugEnvironmentMarker and DebugPositionMarker draw over the game, DebugGraph plots its inputs, DebugObjectMarker names its object, DebugCaptureScreenShot saves screenshots and DebugMenuToggle sets Debug Menu switches (all but DebugMenuToggle work without the Debug Menu)
    • Added a 'Possess characters' option (press F6 - rebindable - to select a character to control)
    • Added an 'Unlock mouse' option which keeps the game from taking your cursor, so you can work in OpenCAGE beside it (press F4 - rebindable - to give the game the mouse and free it again)
    • Added a 'Cap FPS' option
    • Added ability to rebind the hot reload key
    • The UI tweaks no longer overwrite the game's original UI files
    • Starting the game with the runtime utils no longer overwrites another mod's d3d11.dll (ReShade, Special K, DXVK...): it's moved aside while they're in, and put back when you next start the game without them
    • The game's UI memory overlay is now a checkbox in the Debug Menu (Performance > Memory) that works live, instead of a launch option that patched the game
    • Removed Skip Frontend and Memory Logging
  • Added a new 'Save and Build Level' (instancing) option in the File menu:
    • Generates instance-specific materials and properties for static geometry based on materials, remappings, and aliases
    • Generates navmeshes based on the ExclusiveMaster sets in the level
    • Generates radiosity for newly added and moved objects (or the whole level every time, with Options > Misc > Always Fully Rebuild Radiosity)
    • Generates instances for collision and physics to match object positions and new scripted entities
    • Generates sound networks and spaces for sound routing and reverbs through the level
    • Generates cover, spotting and assault jobs for NPCs
    • Generates alphalight metadata for supported objects
    • Generates dynamic entity materials and models for particles, fog volumes, and more based on entity parameters
    • Generates environment animation links and other structuring for renderables and resources
    • Generates BVHs for occlusion and lighting
    • Generates environment map links
  • Improved viewport:
    • Added galaxy rendering in the viewport (which can be disabled) - live syncs to changes in the Galaxy Editor
    • Added a number of material improvements to the viewport (some optional) including water with planar reflections, cubemap reflections, level fog, planets and gas giants, and glowing surfaces
    • Added anti-aliasing options
    • Vast performance improvements in the viewport, with configurable draw distance
    • Improvements to total memory overhead for the viewport
    • Added an 'Enable Viewport' option to turn the viewport off entirely
    • Added support for syncing modified resources (textures, models, materials) to the viewport - including newly imported ones
    • Added new options for rendering selected entities: wireframe, transparent wireframe, none
    • Added additional render filters for a variety of Sphere types, and others
    • Added new render filter to show Occlusion Meshes and Collision Meshes
    • Added ability to preview Zones in the viewport (will draw zoned entities in distinct colours when enabled, and highlight nodes)
    • Added new option to show state resources (navmesh, cover positions) in the viewport - will re-sync on rebuild
    • Added ability to highlight all entities in a TriggerSequence in the viewport when selected
    • Added a new 'Create' dropdown in the viewport UI which, when enabled, allows you to click on the viewport to create a new entity at that position
    • Added ability to drag and drop composites into the viewport to place them
    • Added drag-select in the viewport to multi-select entities
    • Added support for multi-select moving of objects in the viewport
    • Added right click in the viewport with appropriate options
    • Added ability to modify splines via the viewport
    • Added a new vertex snapping mode (hold V when dragging, or keep it on from the Transform Snap menu)
    • Added a new surface snapping mode (SHIFT+END keys)
    • Added ability to configure rotation/translation snapping increments
    • Added a new 'drag to duplicate' mode (hold SHIFT when dragging the gizmo)
    • Added ability to move the origin point for transform controls in the viewport (CTRL+SHIFT)
    • World rotation gizmo in viewport now turns with the rotation
    • Added new 'Focus on Selected' and 'Fix Camera to Selected Entity' options for the viewport (Options > Viewport) - focus no longer jumps when stepping the hierarchy, and frames the whole level when nothing is selected
    • Added a ruler to measure distances in the viewport
    • Added crash log reporting for the viewport
    • Fixed rotation issue for spotlight previews in the viewport
    • Fixed some memory leaks within the viewport which caused silent crashes
    • Fixed a separate window appearing briefly when viewport initialises
    • Fixed vertex colours in the viewport
    • Fixed a bug where moving an entity in the viewport with multiple transform parameters would update all of them
    • Fixed a bug where force closing OpenCAGE could leave a viewport process open in the background
    • Fixed composites failing to render in the viewport when their models weren't loaded during the initial populate
    • Fixed small composites (pickups and similar) being framed so far away they appeared as a speck
  • Improved script flowgraph:
    • Added a trail of the composites you stepped down through above the flowgraph - click one to go back up to it
    • Reworked the back button - it now takes you to the previously loaded composite, and is no longer relative to the currently loaded hierarchy
    • Added a dropdown next to the back button to view up to five previously loaded composites
    • Added new annotations on nodes - you'll see (P) for ones that are proxied elsewhere, (*) for ones that have one or more other nodes for the same entity, and (!) for unresolvable proxies
    • Input pins along the top of a node now show their values above them, and follow edits made in the inspector (a pin with a link coming in shows none, as the link sets its value)
    • Added a 'Show Connected Links' window (right-click a node) listing every link in and out of it, with a Go To button that jumps to the node at the other end
    • Added new tools for automatically reorganising untidy flowgraph pages
    • Added reroute points for links: double-click a link's line to add a dot it's drawn through, and drag it to lead the line round other nodes - the link itself is unchanged, and the points are saved with the page
    • Added new function-specific node colours for quicker script navigation (colours are no longer driven by entity type)
    • Added new dotted outline for proxy/alias nodes
    • Added categories for function entities - used for grouping in the function browser
    • Added icons for function entity categories
    • Added a new flowgraph design when zoomed out for clarity - shows icons and names when hovered
    • Added a 'Show Node Icons When Zoomed Out' option under Options > Entity Display (on by default) - turn it off to keep script flowgraph and animation tree nodes drawn in full at every zoom
    • Added context-aware positioning of pins on nodes (relays will always have their output in-line with their input)
    • Added functionality to click pins to link them, instead of dragging
    • Added search on the 'Select Destination Pin' window, and now sorted alphabetically
    • Added right click to add to TriggerSequence on node
    • Added arrows to point to off-screen highlighted nodes
    • Added option to focus the flowgraph on a newly added node (now defaults off)
    • Deleting nodes for an entity no longer prompts you first - you can turn that back on with Options > Entity Display > Show Confirmation When Deleting Node
    • Deleting the last node of an entity that nothing else uses (and that isn't drawn in the viewport) now deletes the entity too, in the same undo step
    • Improved hit testing in the flowgraph view
  • Added support for copy/pasting entities (replaces the old Duplicate option):
    • Select one or more nodes in the flowgraph and CTRL+C/CTRL+V to copy/paste
    • Same as above, but right click and 'Paste Reference' to create new nodes for the copied entities, or aliases if in other composites
    • Select an entity in the viewport and CTRL+C/CTRL+V to copy/paste
    • Copied entities on the flowgraph are pasted with their associated links and node layouts
    • Any copied entity keeps all its parameters across
    • Entities can be pasted across to any other composite
  • Reworked Entity Inspector:
    • Now allows for multi-select, entities of the same type are grouped, others can be found on tabs
    • All entity parameters are now shown at once (removed 'Manage Parameters' popup), with defaults populated
    • Modified parameters are marked in bold, right click to reset to default values
    • Parameters are grouped by the entity they originate from (makes inheritance more obvious, and navigating easier)
    • Added an orange highlight to parameters which are overridden by an alias or proxy elsewhere
    • Added a blue highlight to parameters which are overridden by a connection in the flowgraph
    • Added a purple highlight to parameters which are controlled by CAGEAnimations
    • Added ability to flag vector parameters as colours on composites
    • Added support for the material picker when selecting materials for entity parameters
    • Zone name now shows on 'Zone' button if one, or opens a list if multiple - this calculation is performed from the root of the active hierarchy
    • Modified utility buttons to be on two rows
    • The Function button is now named after what it does for the selected entity (Edit Tracks, Edit Sequence, Edit Character, Capture)
  • New animation clip editor:
    • Browse all available animations by character or env model and context
    • Preview animations on models with skeletons
    • Export animations to a variety of formats
    • Import animations from a variety of formats (with preview)
    • Replace an existing animation with a new one from file, keeping its name and everything that plays it
    • Edit an animation's metadata (its settings, and the tracks of sounds, footsteps and other moments it fires them at), from the editor or its preview
    • Delete animations you've imported
    • Support for retargeting to Alien or Humanoid from the UE Mannequin skeleton on import
    • Now used to select animations for animation parameters
  • Added a new animation tree editor:
    • Browse all animation sets and the animation trees contained within them
    • Load an animation tree and browse its nodes
    • Add new tree nodes and links, and rearrange the layouts
    • Copy and paste nodes
    • Delete existing tree nodes and links
    • Select a node and modify its parameters
  • Improved CAGEAnimation editor:
    • Added a new bezier curve UI to correctly display parameters over time
    • Added new event timelines with colour coded keyframes
    • Added a new list view of bezier entries with colour coded lines
    • Added option to enable/disable bezier mode
    • Added a snap option to snap to timestamps
    • Added an interactive control for setting animation length
    • Added a new 'Animation Mode' which allows live-edit and preview of animation tracks via the inspector and viewport (and in the running game, with Live Link)
    • Entity parameters are now tidied up if unused
    • Fixed an issue where some entity links were incorrectly destroyed
    • Various other fixes and improvements to better match in-game logic
  • Improved model editor:
    • Added support for material auto-generation on import
    • Added support for normals on export/import
    • Added support for skin weights on export/import
    • Added support for skeletons and bones on export for characters
    • Added a rescale option on import
    • Added a new model metadata json file that exports with a model, and is read on import to keep structures similar
    • Added an 'export all' option
    • Added ability to rename imported models
    • Added support for previewing TGA textures, and ones embedded in GLBs on import
    • Deleting a model now offers to delete the materials and textures only it used
    • Imported models can now optionally create their own composite, with auto-generated ModelReferences set up for submeshes
    • Fixed unit scale factor (models are no longer tiny)
    • Fixed a bug where large imported models would render incorrectly in-game
    • Fixed an issue where UVs would store incorrectly depending on formatting
    • Fixed a scale bug when previewing models with multiple submeshes in the model editor
    • Fixed vertex colour read/write
  • Improved material editing:
    • Feature permutations are now functional - you can select from the available permutations in your game data (generated on first launch)
    • Added ability to create new materials, and delete them
    • For some ubershader types (e.g. fog) permutations can be generated
  • Improved Texture Editor:
    • Global textures are now auto-imported into the level (makes levels completely independent, and allows editing of those textures)
    • Added support for importing non DX10 DDS images (including PNG, JPG, etc)
    • Added support for previewing and importing/exporting ASTC textures (for mobile ports)
    • Added previews for mip levels, and selection of mip levels on import
    • Added support for renaming imported textures
    • Corrected persistent/streamed storage (persistent textures are now half-res)
  • Updated sound event selector:
    • Import and export sounds to/from events
    • Preview sound events
    • Step or shuffle through every variation behind an event, rather than hearing one arbitrary take
    • Replacing a sound for every level updates every copy the game ships, so it can't come back in a level that loads a different bank
    • Replace a sound for one level only: the new audio goes into the level's own sound override package (WORLD\LEVEL_SOUND_OVERRIDE.PCK), which the game reads ahead of its shared sound files - so a modded map can have its own sounds without changing them anywhere else
    • Edit the sound override packages the DLC levels already ship with, and put a sound back to the base game's audio on one level
    • Added a Level Sound Override window (from the sound editor) listing the soundbanks and streams in a level's package, and the sounds changed inside each soundbank, by name (the sound event that plays each one) - to search, add, export or remove them
    • Import WAV in the Level Sound Override window: pick the sound a .wav replaces by its sound event, and it's encoded the way the game's own audio is and laid out like the sound it replaces (channels and sample rate) - no Wwise needed - with the original and the new audio to play first
    • Importing a .wav now mixes down surround audio and resamples rates the game's decoder can't take, rather than refusing them, and carries a .wav's own loop points over
    • New Soundbank in the Level Sound Override window: make a soundbank of the level's own with new sound events, each playing a .wav and sounding like a sound of the game's you pick (its mixer, bus, 3D positioning and attenuation) - no Wwise needed. Its events go in the level's sound event table, so scripts can load the bank with a SoundLoadBank and play them with Sound entities
    • The sound event list shows the soundbanks each event is in, in place of the Show Soundbanks button - searching for a soundbank's name lists its events
    • Sounds held in a permanent soundbank (such as Weapons or UI) can only be replaced for every level, as the game loads those before any level - the sound editor says which bank holds them
    • Sound import/export supported on the Switch and mobile builds, encoding to whichever codec the sound it replaces used (Wwise Vorbis, Wwise ADPCM, or PCM)
  • Reworked TriggerSequence editor:
    • Added support for dragging and dropping TriggerSequence entries
    • Added support for multi-select when adding entities to TriggerSequences
    • Added support for multi-select when modifying delays on TriggerSequences
    • Added a search in the TriggerSequence entity list
    • Added support for proxy TriggerSequences
  • Improved composite porting (no longer 'experimental'):
    • Composite porting now supports every resource type - every composite can now be ported between levels
    • Added new bulk import/export options for porting - can multi-select levels and composites to import, or multiple to export to other level(s)
    • Added an option to overwrite source assets when porting
    • Added an option to build (instance) the target level when porting
    • Added an option to port to every other level in one go
    • Added an option to import/export from/to disk (allows sharing modded composites!)
    • Porting composites with proxies will now retain them in an 'unresolvable' state
    • Fixed an issue where composite layouts could be lost after porting
    • Fixed a bug where porting would incorrectly skip shaders and materials carrying similar properties to existing assets in a level
    • Fixed various performance issues with porting, should be noticeably quicker
  • Added Collision/Physics editor:
    • Allows selection of physics or collision proxies on DYNAMIC_PHYSICS_SYSTEM and COLLISION_MAPPING resources
    • Allows import of new physics or collision meshes
  • New and improved config editors:
    • Added a Voice Mappings editor
    • Added a Level Text Database editor
    • Added a Font Config editor
    • Added a Localisation editor
    • Added back the legacy Graphics Editor
    • Added ability to create new behaviour trees
    • Added ability to modify damage ranges in the ammo config editor
    • Added info popup about how the config editors save
    • Added warnings if saving fails when updating configs
    • Fixed the config editors writing numbers in your PC's language (0,840 instead of 0.840 on some systems) and padded with zeros - files written that way are put right the next time they're saved
  • Added MCP support:
    • Connect Claude and other AI chat apps to OpenCAGE to drive actions such as config editing, script editing, or level population
    • Assistants can work the Debug Menu (its switches, values and commands) and the script debugger in the running game, and set the Debug Menu and 'Don't write saves' launch options
  • Added a 'Create Level' option in the File menu which can create a new level from scratch
  • Added a dark mode option
  • Added support for undo/redo
  • Added a new Blend Set editor for animations
  • Added preview icons for composites in the selector/browser, these will update when you make modifications
  • Added an improved check for circular dependencies when making new instances
  • Added a new 'unsaved changes' tracker, which will highlight in the taskbar when a modification has been made and not saved
  • Added functionality to copy composites (including in-place replacements of instances with copies)
  • Added functionality to de-instance a composite, or create a composite from group selection
  • Added new achievements on Steam, and updated icons of all existing ones
  • Added ability to sort the entity list by clicking the columns
  • Added support for multi-select deletion in the flowgraph, viewport, and entity list
  • Added controls for the behaviour tree editor to the controls window
  • Added an option to stick the controls window on the top layer of the screen
  • Added ability for child OpenCAGE editors to gain control of directory editing when primary is closed
  • Added auto complete for SwitchLevel level input
  • Added improved hierarchy navigation in the proxy/alias selector
  • Added an option to save when closing with a level open
  • Added argument to allow folder selection when picking game installs
  • Added search functionality to the Composite selector
  • Added option to search from root in the search panel
  • Added ability to right click and delete referenced instances of an entity
  • Added a cooldown when creating backups to prevent causing UI deadlocks
  • Added support for renaming folders in the composite browser
  • Added support for dragging composites/folders to move them in file browser mode
  • Added a progress UI for multi-export models/textures
  • Added a button to view changelog
  • Added a button to view raw crash logs
  • Fixed 'Find References' right click on the entity list
  • Fixed dropdowns sticking on screen
  • Fixed an issue where multiple flowgraph layouts wouldn't appear due to name duplication
  • Fixed an issue where viewcones would break upon modification
  • Fixed some cases where resolvable proxies/aliases were discarded
  • Fixed selection steal when using keybinds to navigate UI
  • Fixed a bug where resources were thrown away for Commands BIN
  • Fixed file browser mode when selecting a folder
  • Fixed an issue on scaled displays in Windows breaking layouts and formatting
  • Fixed a UI lock when the flowgraph focus is moving
  • Fixed various issues with form ownership to prevent things popping behind
  • Fixed some material remapping defects resulting in different materials to retail
  • Fixed composite tree diverging when new composites are added/imported
  • Fixed the reverbs available to be selected
  • Fixed pin delays not syncing across flowgraph pages
  • Fixed a bug where the metadata table in Commands held unnecessary GUIDs that grew each save
  • Fixed an issue where the hack tool editor would take a long time to load
  • Fixed an issue where the Ammo editor would mess up Composite paths
  • Fixed an issue where nodes could vanish when changing composites
  • Fixed pins showing in the parameter management UI
  • Fixed an issue where deep selected aliases would vanish after being added to the nodegraph
  • Fixed various bugs related to loading iOS/Android/Switch builds of the game
  • Fixed an issue where search would diverge from available entities
  • Fixed the search panel's 'Current Composite' scopes searching the composite first opened from the composite browser rather than the one you've stepped into
  • Find Uses and Find References now always search every composite, so they no longer come back empty when searching from the composite itself
  • Fixed instances where some popups would unexpectedly close on editor context changes (e.g. selecting a new entity)
  • Fixed a crash when using CTRL+MMB shortcut in entity hierarchy picker
  • Fixed some minor issues when resizing popups
  • Fixed popups briefly showing blank white boxes as they open in dark mode
  • Fixed incorrect face ordering in cubemap previews (and added a new spherical preview mode)
  • Fixed grouping in Entity Palette after searching
  • Fixed disabled checkboxes being unreadable in dark mode
  • Fixed memory not being released after switching theme with the viewport open
  • Saving (and the other actions that need the game closed) no longer closes a game running from another install, and the Mod Manager only waits for this install's game to close
  • Certain entity resources are now auto generated, as such the 'Resources' button only shows for editable ones
  • Removed the legacy Movers editor
  • Removed additional position/rotation controls on renderable resources - they are now autogenerated
  • All resource/config editors can now be found under the 'View' toolbar dropdown
  • Improved naming for new entities
  • Libraries are no longer packaged in the OpenCAGE executable, should save some time on load (and update size)
  • Behaviour tree DBs in levels are regenerated when saving based on selected trees in the attribute editor
  • Moved help buttons to the title bar, and linked through to new docs for all forms
  • Optimised saving logic, viewport population, and level loading - should be noticeably faster
  • Improved quality of various icons across the UI
  • Selecting an Animation or AnimationSet will fill in the alternate too
  • NPC_AlienConfig entities now have selection for the config type
  • RewireLocation/Display_Element_On_Map/MapAnchor/Map_Floor_Change entities now have selection for the map elements
  • InventoryItem and PickupSpawner entities now have selection for their item, from the items in the Item and Inventory editor
  • SimpleWater entities' textures (normal map, alpha mask, flow map and environment map) are now picked in the Texture Editor
  • Simplified editor state restoring for resized splitters
  • Previously searched proxy searches are now remembered if appropriate
  • Backup manager no longer blocks the UI thread (added progress bar)
  • PAK and BIN Commands data is now saved by default (for uncompressed levels), and no longer an option
  • UI scrolling to a new entity no longer locks other controls
  • Updated the docs site to cover additional tools
  • A number of other smaller additional fixes and improvements

0.18.0.X

Version 0.18.0.4

Released 15th July 2026.

  • Cinematic tools injector is no longer embedded to help virus checks
  • Added variable entities to the Entities panel, renamed it to 'Entity Palette' with frequently used list
  • Fixed a crash with bitmap lookup for character asset editor
  • Fixed min/max values in the config editor
  • Fixed an issue with GetBetaName on Steam
  • Added stricter checks for game installs
  • Added a button to report a bug

Version 0.18.0.3

Released 14th July 2026.

  • Fixed an issue where long paths would cause the scrollbar to appear, blocking the hierarchy view
  • Fixed a variety of null reference bugs
  • Fixed an issue with WinForms text not initialising before startup
  • Fixed a problem with window resizing

Version 0.18.0.2

Released 12th July 2026.

  • Fixed an issue where some settings would not apply on startup

Version 0.18.0.1

Released 11th July 2026.

  • Fixed a crash when opening the About dialog on non-Staging releases

Version 0.18.0.0

Released 10th July 2026.

  • Reworked interface to embed the level viewer
  • Composite browser can now have composites dragged onto the nodegraph to add a new entity
  • Added a new 'functions' entity browser which can be used to drag new function entities into the nodegraph
  • Added 'Search' window as an embeded panel
  • Added new options to search to allow searching within current composite
  • Added support for previewing material remappings within the level viewer (support for editing these is still a WIP)
  • Updated behaviour tree editor to fix a variety of enums and missing node parameters (also covered via the docs site!)
  • Added support for vertex/diffuse colours per-entity in the level viewer
  • Integrated Render Filters as a new panel
  • Added support for launching multiple OpenCAGE instances for different game installs
  • Added highlighting of proxies in level viewer (with option. like alias highlighting)
  • Added a preview for GCIP entites
  • Fixed a variety of edge cases where alpha would render incorrectly in the level viewer
  • Fixed a crash when deleting composites in Browser mode
  • Fixed an issue with PKG population
  • Fixed a frequent crash with 'GetEntityName'
  • Large rework of settings manger (may reset some preferences)
  • Level viewer options can now be found within the Options dropdown
  • Various optimisations for the level viewer on load and select of entity
  • Fixed various other bugs with the level viewer
  • Deprecated support for non-Steam installs of OpenCAGE

0.17.0.X

Version 0.17.0.1

Released 7th June 2026.

  • Fixed a crash when deleting composites in Browser mode
  • Fixed an issue with PKG population

Version 0.17.0.0

Released 7th June 2026.

  • Added a new and improved Level Viewer, with extended two-way live-edit support!
    • Removed requirement to install Unity
    • Added preview support for various volumes (PlayerTriggerBox, etc), positions (PositionMarker, etc), and other script entities (SplinePath, LightReference, ParticleEmitterReference, etc)
    • Added ability to select meshes and other entity previews (LMB to select, CTRL+MMB to enter a composite instance)
    • Added a 'deep select' mode (toggleable via Num0) to select into composite instances to apply alias overrides
    • Added gizmos to translate/rotate the selected entity, which syncs back to the main OpenCAGE app
    • Added a new selection/aliased colouring overlay for entity renders (green is selected, orange is aliased)
    • Live-sync now supports more parameter types, for example, dimensions of trigger volumes, or loops of splines (and positions)
    • Major performance improvements
    • Added UIs for camera speed/position, connection status, active gizmo, deep select, and selected entity in level viewer
    • Load screens now show while content is processing
    • Added various options in OpenCAGE to sync to the viewer, including gizmo snap/step, wireframe mode, and more
    • Find docs for all the new features here!
  • Renaming or deleting entities will no longer reload the whole list
  • Updated material editor UI to show all properties/features in one list
  • Composite hierarchy is now clickable to skip back to specific composites
  • Added a search in the model editor window
  • Added an additional info popup for submesh content
  • Added support for displaying particle material names, no longer using GUIDs
  • Added 'Render Constant Ambient' launch option to render the game in unlit mode
  • Added new 'Manage Pins' option to add/remove individual node pins
  • Additional samplers are now exported along with models
  • Model preview supports extended material data including specular (metalness/roughness) and dirt maps
  • Fixed a material bug when importing new meshes (and not selecting a material manually)
  • Fixed an issue with vertex buffer generation when importing custom models
  • Fixed display of material preview on import for non-UV'd meshes
  • Fixed preview for shader types without a diffuse tint
  • Fixed an issue where Steam would report the app still running after exiting
  • Behaviour tree tool is disabled if uninstalled
  • PAK is now prioritised over BIN for Commands (fixes Steam verify files bug)

0.16.0.X

Version 0.16.0.2

Released 7th May 2026.

  • Added a Steam prompt for non-Steam users on first launch

Version 0.16.0.1

Released 7th May 2026.

  • Updated non-Steam versions to use new download server
  • Compressed downloads for efficiency
  • Reworked the initial installer app to be a lightweight update downloader
  • Fixed an anchoring issue in the model editor
  • Moved script editor project into the main OpenCAGE repo

Version 0.16.0.0

Released 6th May 2026.

  • Script Editor
    • Added ability to modify model/texture flags
    • Added ability to export/import textures/models
    • Added ability to edit individual models
    • Added refreshed versions of all old configuration editors from the standalone tool: no more templates, much nicer UIs, and expanded support for all options, with documentation
    • Added new global constants editor
    • Added new hair and skin shading editor
    • Added new permanent soundbanks editor
    • Added new physical material editor
    • Added a new UI editor
    • Integrated the Backup Manager, with compression support and improvements such as prompting to save/reload active levels
    • Added a new Animations editor (will be expanded to support individual animation files and animation trees soon!)
    • Expanded material editing support with ability to select samplers
    • Fixed a crash when opening multiple enum string UIs
    • Added new Steam achievements for using various functionality
    • Game executable is always patched to support custom content
    • Added 'Launch Game' option mirroring the old launch game tool
    • Added option to launch the behaviour tree editor
    • Added progress bars to the composite porting window
    • Flowgraph and entity metadata is now included when porting between levels
    • Added checkbox to show the game platform in the title bar
    • Improved transparency support in model preview
    • Added button to check for updates, and a display for version info
    • Added toggle to swap between staging/main branch for non-Steam
    • Fixed a bug where material mapping changes may save incorrectly
    • Added rich presence support for Steam
    • Fixed rules on right click delete/rename for folders and composites
    • Added initial support for the Switch/iOS/Android versions of the game
    • Implemented updating functionality (replaces old launcher)
    • Fixed an issue where renamed composites would revert back
    • Added ability to rename root composite
    • Material remappings can be selected via material picker, with preview for To/From
    • Fixed global entity type search for Torch_Control, GCIP, and others
    • Global search now works on enter and focusses input on start
    • Now showing material remapping parameter with selection UI
    • Taskbar will show a progress indicator when loading/saving
    • Moved Level Viewer options to their own dropdown
    • Many other bug fixes and improvements
  • Removed the old Asset Editor
  • Removed the old Configuration Editor
  • Removed the old Launch Game tool
  • Removed the old Backup Manager tool
  • Removed old Steam achievements (replaced with new ones embedded in Script Editor)
  • Launching the tools now launches right into the Script Editor
  • Fixed an issue with swapping to staging branch for non-Steam versions

0.15.0.X

Version 0.15.3.0

Released 25th February 2026.

  • Script Editor:
    • Added Galaxy editor to define the stars in the skybox
    • Fixed an issue with adding new model references
  • Asset Editor:
    • Added support for loading/modifying/exporting global textures
    • Material editor now allows selecting of samplers and modification of parameters
    • Material editor allows duplication of materials to create new instances
    • Allowed resizing in the material editor
    • Added a new UI when importing models to select submeshes and materials before import, with a preview
    • Fixed flags on imported models
    • Improved memory usage
  • Launch Game:
    • Game is now closed before launching
    • Updated to latest CathodeLib

Version 0.15.2.0

Released 14th February 2026.

  • Script Editor:
    • Fixed some format issues in the texture previewer
    • Added support for loading/saving pre-order Nostromo levels
    • Model material tints are now correctly rendered in the asset preview
  • Asset Editor:
    • Added support for previewing cubemaps in 3D
    • Added support for normal maps both in preview and export
    • Fixed an issue where exported meshes were flipped on the Z axis
    • Added support for loading/saving pre-order Nostromo levels
    • Fixed deleting models
    • Improved imported texture state information
    • Binary patches are now applied for editing models correctly
    • Fixed file format dropdown when importing textures
    • Model material tints are now correctly rendered in the asset preview
    • Modified the clipping plane to make viewing smaller models easier

Version 0.15.1.0

Released 5th February 2026.

  • Script Editor:
    • Added Character Asset Set Editor
    • Added Texture Viewer
  • Asset Editor:
    • All level content is now loaded and saved to improve compatibility
    • Model export now exports material data including diffuse textures
    • Model export now includes additional vertex data
    • Improved previews for models
    • Fixed an issue where exporting as FBX discarded UV data
    • Allowed resizing of the window
    • Fixed an issue with removing model submeshes
    • Textures no longer append DDS to filename
    • Improved tree view icons
    • Saving is now available via the File menu, rather than saving upon every edit
    • Updated to latest CathodeLib

Version 0.15.0.0

Released 25th January 2026.

  • Script Editor:
    • Ported characters now correctly retain their hitboxes
    • Added support for saving out to Commands BIN (adds support for 64-bit game installs)
    • Added enhanced error catching to make spotting bugs easier
    • Extended support for flowgraphs to all composites
    • Reworked the flowgraph UI
      • Added additional useful right click options on nodes/flowgraphs to make the workflow easier
      • Right clicking links now gives you the option before deleting
      • Nodes now have top and bottom links to make the logic flows make more sense
      • Improved sanity checking for link conditions
      • Dragging a link to a node now gives you the option to create a new pin
      • Default pins are now populated automatically in the correct layouts (removed add pin in/out options)
      • Nodes are now only selected if clicked, rather than dragged or multi selected
      • Selecting a node will always select it in the entity list
      • Added ability to customise node colours
      • Zooming is now centered around the cursor position
      • Fixed focussing on a node, and general automated camera panning
      • Moved the flowgraph navbar to the bottom
      • Updated node colours
      • Deleting a node now optionally gives a confirmation first
      • Delay values are now shown next to pins, rather than in the entity inspector
      • Previously loaded flowgraph is now resumed when returning to a composite
    • Jumping to another entity will load its associated flowgraph
    • Updated model renderer
      • Improved lighting
      • Textures now render with correct orientation
      • UV scaling and diffuse colours are now respected
      • Added ability to toggle submeshes in the renderer, with groups for LODs
      • Added ability to preview the whole assembled CS2 model
      • Fixed an issue where a number of meshes were not (or alternatively, incorrectly) included in the list
      • Added a toggle in the UI to swap between textured/untexted view
      • Improved mesh, shader, and texture parsing functionality
    • Fixed various bugs around having multiple flowgraphs on one composite
    • Find references will now show the nodes for an entity as well as other references
    • Improvements to Proxy and Alias resolving
    • Updated material browser
      • Expanded support for more samplers
      • Added ability to view material features (and their enabled state)
      • Added ability to view all set material parameters (and their values)
      • Removed redundant duplication button
    • Added additional new options to the MVR editor
    • Fixed a crash for some MVR editor entries
    • Added option to auto re-launch game on save
    • Search fields now ignore spaces to make searching less strict
    • Extended functionality for the Character editor
    • Began improving CAGEAnimation support
    • Renamed 'Show Entity GUIDs' to 'Show ShortGuids', which now also shows Composite and Proxy/Alias GUIDs
    • Using the up/down keys on entity list correctly navigates
    • Added a new UI for material mappings with edit functionality
    • Added a toolbar group to quickly load in to resource UIs (models, materials, mappings)
    • Added keybinds for node actions
    • Entity inspector and parameter editor now only show relevant parameter data
    • Added additional missing enum definitions
    • Added option to apply default values to an entity (destructive or not)
    • Animation data is now read without writing to disk to improve startup performance
    • Added a global entity search
    • Improved the UI for the function/composite searcher, and references displayer
    • Various other minor bug fixes and usability improvements
    • Updated to latest CathodeLib version (improvements to various formats, performance, and utilities)
  • Asset Editor:
    • Added support for cubemaps
    • Fixed a large freeze which happened when closing the Animation PAK browser
    • Extended support for importing/exporting more image formats
    • Updated to latest CathodeLib version (improvements to format completeness across models/textures)
  • Level Viewer:
    • Expanded support for material types, including textured objects
    • Updated to latest CathodeLib version (improvements to format completeness across models/textures)
    • Improved mesh handling
    • Improvements to memory usage
  • Added new icons for each tool to make them easier to identify

0.14.0.X

Version 0.14.0.0

Released 26th April 2025.

  • Script editor:
    • Updated websocket/syncing logic to send additional metadata to the level viewer
    • Added setup process to install components required for the level viewer
    • Added ability to launch the level viewer with options
    • Reworked default parameter population to more accurately populate default values
    • Added additional metadata to variable entities to specify the type of node pin they are intended for
    • Reworked the existing "special string" selection to become an "enum string" datatype, to make the autofill data more explicit and consistent
      • Added more enum string options, which can now be found as "list" values in the docs
      • Animations are now populated, which will be contextually shown based on the AnimationSet
      • Load times when selecting a string should be faster
    • Included additional parameter names for CAGEAnimation entities
    • Expanded enum dropdown input support to remove all manual index entries
    • Enum type is now only selectable if not pre-defined
    • Create node option is no longer shown if not in flowgraph mode
    • Checking a parameter/pin will now be correctly respected even if it's no longer visible due to a search
    • Function entities now recieve a default name based on their function type
    • Integer and float parameter inputs now use numeric up/down fields
    • Composite names are now correctly cased
    • Fixed a large number of other smaller bugs and usability issues
  • Level viewer:
    • Now included with OpenCAGE! Follow the setup guide here.
    • Added syncing with the script editor, which will live-mirror:
      • Added entities
      • Removed entities
      • Repositioned entities
      • Entities with updated renderable resources
    • Reworked editor script to hide all windows aside from Scene, and enable correct lighting setup - correct scene will be opened on start and played
    • Removed support for loading textures (only shader colours are now used)
  • Launch game:
    • Added an option to disable the "current gen" flag (more info)
  • Fixed an issue where offline assets weren't tracked correctly, and always considered outdated
  • Updater will now force-close Unity to prevent conflicts when updating the Level Viewer
  • Fixed a rogue file lock issue in the updater

0.13.1.X

Version 0.13.1.2

Released 25th January 2025.

  • When launching a Steam version of the game, the Steam launch URI is now used to prevent issues with conflicting Steamworks sessions

Version 0.13.1.1

Released 24th January 2025.

  • Now available via Steam!
  • Script editor:

    • Soundbanks are now correctly looked up using Wwise hashing
    • Added more vanilla flowgraph layouts
  • Asset editor:

    • Added option to export all items at once
    • Fixed a potential nullref for some models
  • Config editor:

    • New Resolution, FOV, and LOD options enter at index zero to prevent in-game issues
    • Fixed written values for FOV, shadow map resolution, and shadow map filter quality
    • Fixed saving FOV changes
  • Launch game tool:

    • d3d11.dll is no longer removed if hot reload is disabled (prevents a conflict with Alias Isolation)
  • Added link to Bluesky
  • Steam branch is now displayed in landing screen
  • Steam achievements are now supported
  • Reworked checking for offline mode and Steam mode
  • Fixed an issue where running OpenCAGE outside the game directory in staging mode would cause an update loop
  • Fixed a small typo in the settings window

Version 0.13.1.0

Released 2nd December 2024.

  • Added support for Steam - wishlist now!
  • Script editor:

    • Added ability to see soundbanks containing selected sound events
    • Selected string is highlighted when special string window is opened
    • stop_sound_event now gives option to open selection window

0.13.0.X

Version 0.13.0.1

Released 9th November 2024.

  • Added support for launching OpenCAGE outside the Alien: Isolation directory

Version 0.13.0.0

Released 31st October 2024.

  • Script editor:

    • Added support for editing entity links via flowgraphs:
      • Composites can have any number of flowgraphs, and entities can have any number of nodes within the flowgraphs
      • To define a link between an entity, create a node for it, add the appropriate pins to the node, and then drag a link between that pin and a pin on another node.
      • A composite will not support flowgraphs if it has been previously modified, or if the layout has not yet been defined. Work is continuing to define more layouts.
    • Added ability to add/rename/remove flowgraphs
    • Added ability to create/delete/modify flowgraph nodes
    • Reworked UI to include the main flowgraph document area
    • Reworked entity parameter management window:
      • Instead of having separate remove/add windows, there's now simply the parameter manager window which allows you to check/uncheck parameters to be applied
      • Added the ability to add custom parameters (replaces the previous "enable legacy creation" option)
      • No longer displays links: for composites that support flowgraphs, links should be maintained in the flowgraph - for composites that don't support flowgraphs, a separate "add link" window is available, with options to remove each link individually on the links themselves
    • String datatype with autofill suggestions (e.g. localised strings) now use a popup window to improve entity selection times, with content preview
    • Most search fields will now automatically search upon typing, rather than having to press search
    • Fixed an issue where duplicating an entity would add it to the list twice
    • Fixed a crash when searching for a function that doesn't exist
    • Added a right click menu to add/remove/rename composites in the file tree
    • Empty vanilla aliases are now cleared up to prevent bloat
    • Entity search now correctly ignores entity ID matches if option is disabled
    • Custom colour picker colours now persist
    • Removed ability to add additional parameters to variable entities
    • Temporarily removed ability to rename variable entities
    • Composite tree no longer hides selection when focus lost
    • Added right click menu in entity inspector for modifying parameters
    • Removed legacy nodegraph and associated options
    • Changed handling of entity ID in collision mapping resource
    • Temporarily disabled DynamicPhysicsSystem resource editing
    • Fixed rogue instances where levels use REDS.BIN in RENDERABLE
    • Added a confirmation when jumping to entity from TriggerSequence editor
    • Default width is now wider
    • Added "controls" window showing controls for flowgraph and model views
    • Composite search box will search when enter is pressed
    • Populating default parameters no longer adds "name" for non-Zone entities
    • Various additional bug fixes, workflow improvements, and performance improvements
    • Various fixes and tweaks at the CathodeLib level to parsing functionality in prep for the next update
  • Launch game tool:

    • Changes to "Debug Checkpoints" launch option:
      • Debug checkpoints can now be used on DLC maps
      • Removed cap on maximum number of checkpoints
    • Reduced chances of a file lock happening
  • Asset editor:

    • Fixed a crash when importing non-DX10 DDS images
  • Behaviour editor:

    • Fixed a load error when using behaviour XMLs that only have one root node
  • General:

    • Added link to X (Twitter) in the main launcher
    • Separated links to resources from the settings/backup options
    • Fixed a crash when verifying OpenCAGE tools if MODTOOLS directory has been removed

0.12.0.X

Version 0.12.0.4

Released 29th March 2024.

  • Script editor:

    • Added right click option to delete on all parameters
    • Reworked link/parameter removing UI
      • Can now remove links IN as well as links OUT
      • Can now select multiple links/parameters to remove at once
      • Confirmation popup added before removing
      • Made window resizable
      • Added icons
    • Reworked parameter adding UI
      • Can now select multiple parameters at once
      • Parameters are grouped by their usage
      • Datatypes are now predefined
      • Made window resizable
      • Added icons
    • Added option to re-enable the legacy parameter adding UI
    • Updated proxy/alias creation UI to remove the intermediary naming step, now just requires you to select an entity to point to
    • Updated TriggerSequence editor
      • Entities are now listed in a nicer ListView
      • Added support for multi-select when removing entities
      • You are now required to select an entity to point to when adding a new entry entity in the list
      • Minor style tweaks
      • Made UI resizable
    • Reworked parameter entity creation UI to be more specific, and resizable
    • Added hierarchy display to the hierarchy selector in-keeping with the one used in the main entity list
    • Fixed an issue where reopening the composite display window would not allow you to select entities
    • Composite display correctly keeps composite name title when jumping into nested composites
    • Composite display is now named "Composites" rather than the level name, level name is now instead visible in main app title
    • "Show Nodegraph" option now defaults to enabled
    • Added tooltips for vectors and transforms
    • Entity list will now scroll to the selected entity
    • "Rename Entity" option is (correctly) no longer visible for aliases
  • Backup tool:

    • Added ability to check multiple backups to delete at once
    • Added confirmation prompt before deleting

Version 0.12.0.3

Released 23rd March 2024.

  • Script Editor:
    • Entity list search now correctly clears if selecting an entity that had been filtered out
    • Fixed the usage of the "composite selected" event
    • Updated Discord Rich Presence text
    • Entity link window can now be resized
    • Pressing enter in the function entity creator will create the entity

Version 0.12.0.2

Released 20th March 2024.

  • Script Editor:
    • Added new UI for creating function entities
    • Added new UI for creating composite instance entities
    • External references window can now be resized
    • Entity list now correctly highlights the loaded entity
    • Fixed an issue where entity list population was being called multiple times
    • Reworked entity list population to improve composite load speed
    • Fixed an issue where excessive ShortGuids were being written to COMMANDS.PAK files as custom values incorrectly (reduces PAK filesize)
    • Added a mechanism to remember composite purge state, to reduce loading times for already-visited composites
    • Added a fix for splitter width error on first startup
    • Added a fix for lazily loaded strings if launching directly to a level
  • Launch Game:
    • Added a new patching step to remove the game's "TEXT_" prefix on PopupMessage text entities.

Version 0.12.0.1

Released 24th February 2024.

  • Launch Game:
    • Fixed an issue where Cinematic Tools would fail to inject if two AI processes were present
  • Script Editor:
    • Fixed various thread-related issues
    • Fixed some further memory leaks
    • Fixed composite icons in tabs
    • Removed collapsible list view controls
    • Updated to .NET Framework 4.8

Version 0.12.0.0

Released 17th February 2024.

  • General:

    • Enabled minimise option in launcher
  • Asset Editor:

    • Fixed a maximisable window that shouldn't have been maximisable
  • Backup Manager:

    • Backup names are now required
  • Script Editor:

    • Window width, height, and state are now saved between sessions
    • UI divider widths are now saved between sessions
    • Material selector will now preview the associated textures
    • Changed internal handling of ShortGuids to massively improve efficiency
    • Refactored sharing of loaded game data to improve memory usage
    • Changed handling of entity and composite forms to improve performance
    • "Node Editor" is now called "Nodegraph", with improvements:
      • Updated nodegraph to render rounded nodes, nicer font
      • Made the window dockable (by default, starts on right - new spacings and positionings will save between sessions)
      • Moved "clicking node opens entity" option to main toolbar
      • Fixed an issue where loading a new level may cause a nullref
      • Now updates whenever changes are made to the entity (better reflects added/removed links)
      • Fixed an issue where highlighting multiple nodes could cause a stack overflow
    • Swapped entity link button text for icons, and made the whole link UI smaller
    • Changed some forms to double buffered to help rendering stutter
    • You can now right click anywhere on the entity list to add a new entity, with a contextual right click on entities to delete/rename/duplicate
    • Improved support for renaming composites and entities: UI will now correctly update with new names everywhere
    • Entity list population now searches by default, meaning search queries are correctly respected within nested composites
    • Model viewer now uses a different up & view direction to better suit most models
    • Added rename composite button
    • Added a clear search button on the entity list
    • Entity selector popup and hierarchy editor improvements:
      • UI can now be resized
      • Now uses shared codebase with main composite entity list (benefits from nicer entity display, better performance, etc)
      • Tidied up some legacy code
    • Added support for the enter key in some input boxes
    • Fixed a rogue ShortGUID showing up when the option to hide them is enabled
    • Fixed datatype auto selection for proxied/aliased entities
    • Added ability to copy/paste vectors and colours
    • Tidied add link out UI
    • Fixed a rogue crash related to renaming
    • Fixed issues around ANIMATED_MODEL:
      • Caught a crash if there are no environment animations
      • Fixed resource index calculation
      • Resized UI to fit better
    • Fixed an issue where position/rotation values would vanish when editing a model resource
    • Fixed top dropdown randomly closing
    • Deleting links to/from entities now asks for confirmation
    • Disabled a spammy console log inside the new shader parser
    • Added a button to reset UI sizes to default
    • Fixed a bug where multiple entities would be added if the UI was requested to be opened multiple times
    • Fixed a bug where add entity UI wouldn't pull focus
    • Various other minor fixes and optimisations

0.11.2.X

Version 0.11.2.3

Released 2nd January 2024.

  • Launch game tool:
    • Enabled option to perform memory replay logging
    • Enabled option to disable in-game UI (no_ui launch arg)
    • Enabled option to skip the frontend (skip_frontend launch arg)
  • Commands editor:
    • Extended experimental support for composite porting to include ANIMATED_MODEL and RENDERABLE_INSTANCE
    • Updated shader code to new shader parsers
  • Unity tool:
    • Added some custom editor layouts and tweaks to improve usability

Version 0.11.2.2

Released 12th October 2023.

  • Asset editor:
    • Fixed a bug where UI.PAK editing wouldn't function correctly
  • Commands editor:
    • Limited EnvironmentModelReference entities to one per composite
    • Made the model viewer window resizable
    • Made the composite/function uses window resizable
    • Added a count to the composite/function uses window
    • Fixed anchoring on the spline parameter view
    • Added option to keep the composite/function uses window open

Version 0.11.2.1

Released 1st October 2023.

  • Commands editor:
    • Added option to disable/enable auto-hide of the composite viewer
    • Added option to disable/enable the new file browser UI in the composite viewer
    • Moved options into subcategories
    • Fixed crash when enabling unity websocket while another is active
    • Fixed crash when pasting an invalid transform
    • Fixed jump to entity in the function search window
    • Fixed parameter suggestion for proxy entities
  • Unity tool:
    • Fixed an issue with loading _PATCH DLC maps

Version 0.11.2.0

Released 21st September 2023.

  • Commands editor:
    • Added new file browser style UI to composite display, with resizable divide between old tree view and new browser ui
    • Added initial concept of contextual loading to composite viewer
    • Added contextual information display with global/relative position
    • Large performance improvements to model selector
    • Composite instances now show separately to function entities in the composite entity list
    • Added ability to collapse entity view groups
    • Find instances of composite & delete composite no longer visible for root/pausemenu/global
    • Composite display is now pinned to bottom, and auto hides to increase display space (this can be undone by clicking the pin)
    • Root composite is now handled nicer
    • Composite instance entities now use just the composite name rather than whole path in the entity list and title bar
    • Can now only have one composite loaded at once
    • Restricted movement of tab panels
    • Aliases now follow the relative hierarchy when going to the entity they effect
    • Composites now sorted alphabetically
    • Fixed a bug where you couldn't create a composite or folder in the root folder
    • Composite uses window and function uses window is now resizable
    • Renamed "variable entities" to "composite parameters" to simplify onboarding for new users
    • Reworked and reworked various UI elements
    • Special icon for root and PAUSEMENU/GLOBAL/DisplayModel composites
    • Added ability to delete composites/folders in context menu
    • Special icons for entity types
    • Icons now display in tabs
    • Correctly dispose tabs when closed
    • Added context menu to copy/paste transform parameters
    • Added Discord rich presence
    • Input fields now auto select on several popups
    • Added ability to rename composites
    • Added context menu to handle entity operations
    • Added context menu to handle composite/folder operations
  • Unity tool:
    • Made loading non-rendered objects optional to improve loading times and play-time performance
    • Fixed some issues where levels/composites would not be loaded correctly when selected in the script editor
  • Added new foreground and background icon elements in the assets folder

0.11.1.X

Version 0.11.1.1

Released 14th September 2023.

  • Commands editor:
    • Use CTRL+S to save
    • Added option to disable save confirmation popup
    • Levels are now selected via toolstrip menu
    • Renamed "Overrides" to "Aliases"
    • Added more tooltips
    • More misc renames and tweaks
    • Performance improvements for the cross-ref checker
    • Performance improvements for finding zone
    • Added total counts to cross-ref buttons
    • Fixed a bug where only the first submesh of a model would display in the model preview
    • Fixed the "Change Model" button
    • Now loading level textures and global textures
    • Display rotation X/Y/Z in model previewer
    • Added option to render models with textures (experimental for now)
    • Added buttons to select entities in pin editor via GUI rather than dropdown
    • Updated websocket data to support new Unity level tool changes
    • Fixed maximising on "add folder" window
    • Fixed a bug with reloading composites when enabling/disabling hex codes
    • Sped up resource checking for composite porting
    • Removed backup functionality (please use the level backup tool)
  • Unity level previewer:
    • Reworked websocket data into JSON package
    • Removed all unused assets/scripts
    • Scene now in root of Assets
    • Large performance improvements
    • Updated to latest CathodeLib
    • Reduced duplications of CathodeLib functionality in-code
    • Path to Alien is now passed via websocket to remove need to modify script
    • Improved memory utilisation
    • Re-implemented Commands parsing - now loads from Commands rather than MVR
    • Loads Commands data contextually to the selected composite
    • Cubemaps now render for objects loaded via MVR
    • Updated some texture/cst indexes

Version 0.11.1.0

Released 8th September 2023.

  • Commands editor:
    • Added ability to add folders
    • Add composite is now contextual to selected folder
    • Added ability to search composites
    • Added option to search composites without folder names
    • Added functionality to search for uses of FunctionEntity types
    • Added option to disable tabs for composites/entities
    • Folder icons show open when folder is expanded
    • Threaded parameter loading to improve load speeds of large commands
    • Asset loading no longer blocks initial UI refresh
    • Fixed layer ordering of button in create composite entity
    • Fixed resizing on enum dropdown
    • Fixed an issue with composite duplicate name check
    • Added tooltips to several things
  • Backup tool:
    • Re-enabled legacy mod importing
    • Fixed memory exception issue
  • Verifying OpenCAGE tools no longer deletes backups
  • Added some catches to the updater to handle remote server errors
  • Reduced retry time on updater process kill script

0.11.0.X

Version 0.11.0.0

Released 2nd September 2023.

  • Commands editor:
    • Complete UI overhaul
      • All elements are now dynamically resizable
      • Multiple entities and composites can be opened at any one time
      • Entity list now separates name and type, and does not show entity guid
      • Entity list is now grouped by entity types and sorted
      • Added icons
      • Simplified several popup windows and reworked instancing logic (e.g. add entity and composite)
    • Improved loading speed
    • Script editor will no longer be able to load a level that doesn't have asset files
    • MVR editor now shows rotation data in euler format
    • Fixed a bug where modifying rotation in MVR editor would also modify scale
    • Added a catch to prevent setting empty folder/composite names
    • Added a button to show entities that instance the selected composite
    • Changed numeric input field to round to 7dp
    • General performance improvements
    • Fixed a bug where instances would not generate correctly in certain circumstances
    • Added additional catch to prevent corrupt saves
    • Improved name display for override/proxy entities
    • Nodegraph UI now relies on events to update
    • Proxies and overrides now display the entity they point to in the entity creator
    • Websocket should now update more reliably
    • Added status text
    • Added an option to show entity IDs (now disabled by default)
    • Added option to batch delete entities
    • Added ability to port composites between levels
      • Currently this only supports composites without Proxies and without Resource References. Will be expanded in future updates.
      • Supports porting nested composites where possible.
  • Config editor:
    • Complete UI overhaul
      • Editors now open within the same window rather than external windows
      • Resized all editors
      • Main editor window can now be navigated via a tree view
      • Added icons
      • Enforced consistent spacing and styling across all editors
      • Improved the UI of the Item and Inventory editor
      • Improved the UI of the Graphics Settings editor
    • Implemented new BML parser to Item and Inventory editor
    • Removed reset functionality (now in backup tool)
    • Removed mod packaging functionality (will return soon with improvements for level modifications)
    • Removed old font/image assets
    • Fixed some priority/ordering bugs in the Graphics Settings editor
    • Removed working file/directory requirement from Item and Inventory editor, and Graphics Settings editor
    • Can no longer add empty graphics settings
    • Reduced download size
  • Backup tool:
    • Renamed to Backup Manager
    • Added landing screen
    • Added behaviour tree reset functionality
    • Added config reset functionality
  • Behaviour tree editor:
    • Removed launcher
    • Implemented BML compilation into main editor
    • Split node and behaviour lists in two
    • Renamed main editor
    • Fixed some incorrect values in LegendPlugin
    • Added a lot of enum values and renamed CATHODE enums
    • Removed some legacy/unused options from the UI
    • Streamlined other legacy Brainiac implementations
    • Default window size/layout now matches new script editor
    • Fixed a bug where nested behaviours would not load properly
    • Updated to .NET Framework 4.7.2
    • Removed reset functionality (now in backup tool)
  • Asset editor:
    • Added ability to port textures between levels
  • Updated launch argument handling on all tools in prep for future changes
  • Submitted all tools to Microsoft for Smartscreen analysis
  • Updated roadmap and other stuff in README

0.10.2.x

Version 0.10.2.2

Released 9th August 2023.

  • Modified hashing algorithm of level backup tool to reduce size of backups

Version 0.10.2.1

Released 8th August 2023.

  • Backup tool:
    • Added a diff count to each backup
    • Diff count is shown above option to backup
    • Added an option to backup all levels at once
    • Added a prompt for first-time users to backup all levels
    • Fixed an issue where identical files would not be backed up correctly

Version 0.10.2.0

Released 7th August 2023.

  • Added a new tool to create and manage backups of levels
  • Script editor updates:
    • QOL improvements to TriggerSequence editor
    • MVR editor now shows the contextual hierarchy
    • Function entity types now display more consistently between function and class type
    • Added more autocomplete types
    • Physics.MAP is now loaded
    • Fixed an issue where types that should be string autocompleted to resource
    • Fixed an issue with _PATCH maps saving/loading incorrect WORLD data
    • Maps now populate in the selection correctly
    • Added a button to select composite type when making a composite instance entity (no longer a dropdown)
    • Added logic check to make sure you don't create an infinite loop of composite references
    • File trees now correctly select entries
    • Added an option to disable selecting entities when clicking on nodes in the nodegraph
    • Backup option now backs up the current state of the COMMANDS.PAK every 5 minutes to a COMMANDS_BACKUPS folder within the level, saving a maximum of 16 timestamped PAKs
  • Launch game tool updates:
    • Maps now populate in the selection correctly
    • Reduced filesize
  • Asset editor updates:
    • Maps now populate in the selection correctly
    • Fixed texture coordinate export
    • Model parts with no name now export as part index name
    • Reduced filesize
  • Config editor updates:
    • Removed hair/skin shading options
    • Updated CathodeLib
  • Other misc bugfixes and tweaks!

0.10.1.x

Version 0.10.1.0

Released 14th June 2023.

  • Added link to the OpenCAGE Discord
  • Script editor updates:
    • Added support for overrides
    • Added support for custom NPCs via the Character editor
    • Fixed model previews
    • Fixed a crash when adding entities to a new composite
    • Fixed duplicating entities with resource references
    • Composite instance information is now generated and stored
    • Animation PAK is now referenced for character skeletons
    • Resource and enum types now populate automatically when adding new parameters
    • Allowed override of auto-selected parameter datatype when adding a parameter
    • "reference" parameter now shows in the list for all function entities
    • Uneditable resource datatypes now show in the resource reference editor
    • Fixed a caching race condition
    • Large performance improvements when saving
    • Selecting an entity within nodegraph view now jumps to the entity
  • Asset editor updates:
    • File name and vert count now displayed for selected model in main window
    • "Add Component" button now works as expected for model editor
    • Materials with unsupported shader types no longer crash the material editor
  • Fixed instances where windows could be unintentionally maximised

0.10.0.x

Version 0.10.0.0

Released 26th April 2023.

  • Asset editor updates:
    • Added support for importing new models
    • Added support for importing new textures
    • Added support for importing new animations & skeletons
    • Added support for exporting models
    • Improved support for exporting textures
    • Added support for exporting animations & skeletons (will be improved over time)
    • Added support for editing materials:
      • Support for modifying assigned textures in every shader slot
      • Support for modifying tint, normal map scale, diffuse map scale, diffuse map offset
      • Support for editing material names
    • Added the ability to duplicate materials
    • Added support for editing existing models:
      • Support for adding components/parts/submeshes
      • Support for scaling submeshes
      • Support for applying new materials to submeshes
    • Added ability to preview models with textures
    • Added ability to preview materials
    • Added ability to edit existing animations & skeletons (will be improved over time)
    • Improved support for editing existing textures
    • Added ability to export all textures
    • Added ability to export all animations & skeletons
    • Improved ability to export all UI files
    • Added support for deleting models
    • Added support for deleting textures
    • Added support for deleting animations & skeletons
    • Redesigned landing page in WPF to match new OpenCAGE landing
    • Performance improvements
  • Behaviour tree editor updates:
    • Redesigned landing page in WPF to match new OpenCAGE landing
    • Reduced size of build
  • Config editor updates:
    • Redesigned landing page in WPF to match new OpenCAGE landing
    • Added border & close button to all main windows
    • Changed flow of app exit
  • Added asset editor settings
  • Script editor updates:
    • Improved stability when loading resource references which point to deleted models
    • Improved handling of unresolvable collision resource reference IDs
    • Updated CathodeLib version (some rendering issues with models present - will be fixed in the next release)
    • Fixed writing of renderable elements database to resolve LOD bug

0.9.3.x

Version 0.9.3.7

Released 9th April 2023.

  • Added an option to verify OpenCAGE components within settings
  • Rebuilt the landing page of OpenCAGE in WPF
  • Added a link to the new OpenCAGE documentation in the landing window
  • Updater will delete directories it is downloading updates for, to prevent files from old versions persisting
  • Fixed an issue where the Cinematic Tools would not function
  • Script editor updates:
    • Parameters on entities are now sorted alphabetically
    • Added CAGEAnimation editing support
    • Added a node viewer to visualise connections in/out of the currently selected entity
    • Added a toggle to enable the node viewer
    • Parameters that reference a colour now allow assignment through a colour picker, with colour preview
    • Enum parameters now allow selection of a named enum value, rather than inputting the index as a number (where currently possible)
    • Added autocomplete for parameters pointing to:
      • Room reverbs
      • Sound events
      • Sound banks
      • Materials
      • UI strings
      • Objective strings
    • Added a zone-selection button to entities that are zoned
    • Implemented a websocket server which can connect to Unity to load levels and focus on positions when entities are selected (WIP)
    • Added toggle to enable websocket connections for Unity editor
    • Popup windows are now auto-closed when no longer relevant to the current editor state
    • Added a "Delete Link" button on in/out links
    • Fixed an issue where dropdowns would autocomplete text when opening them
    • Improvements to memory usage
    • Parameter list for each entity is now fully populated aside from callbacks
    • Parameter list & default population now supports CompositeInterface inheritance for instanced composites
    • Default parameter population now accounts for inherited members
    • Added option to auto populate proxy parameters
    • "Enable Backups" option is now remembered when restarting the editor
    • CAGEAnimation cross-references are now included in the "References" popup

Version 0.9.3.6

Released 7th March 2023.

  • OpenCAGE must now be launched from Alien: Isolation's directory (if you prefer to launch it from elsewhere please use a shortcut!)
  • Updates to script editor:
    • Added support for editing splines
    • Added TriggerSequence usages to the references window
    • Updated the design of the references window to make it easier to expand
    • Added a rotation gizmo to the model viewer
    • TriggerSequence editor now allows you to edit events
    • Renamed "triggers" to "entities" in TriggerSequence editor
    • Fixed an error when duplicating entities with null ShortGuid values
    • Tidied up the project and renamed a bunch of stuff
    • Updated to new CathodeLib
    • Libraries are no longer embedded
  • Added a link to the GitHub repo on the OpenCAGE landing screen
  • Improved download URL formatting for local dev testing
  • Vastly reduced the size of the main OpenCAGE exe to reduce update download size
  • Added a one-time prompt to star the project on GitHub for regular users
  • Launch Game window is now an external app
  • Updater now auto retries if it fails to update

Version 0.9.3.5

Released 4th February 2023.

  • Renamed submodules to match new repo names
  • Script editor updates:
    • Massive performance improvements when loading/saving
    • Performance improvements when selecting an entity
    • Added a "references" button on entity info which shows all proxies and overrides that point to the entity
    • Added a button to go back to the previous composite
    • Resource editing has been changed, with support for:
      • Animated Models: select the animation index
      • Collision Mappings: select the collision ID and set a position/rotation
      • Nav Mesh Barrier Resources: set a position/rotation
      • Renderable Instances: set a model, materials, and a position/rotation
    • All other resource types are now automatically applied as appropriate
    • Overrides and proxies now show the entity they point to (and its hierarchy) in the entity list
    • Overrides can now point to variable and proxy entities as well as just function entities
    • Fixed various issues with the link editor where incorrect parameter suggestions would show
    • Fixed an issue where assets would sometimes fail to load
    • Fixed issues with duplicating entities
    • Fixed a bug where the parameter removing UI would hard-crash when no params/links were present
    • Swapped to using CathodeLib's new model/material parser
    • Abstracted more logic across to CathodeLib (release coming very soon)
    • Renamed to "Commands Editor"

Version 0.9.3.4

Released 8th January 2023.

  • Script editor updates:
    • Added option to enable automatic backups, which will save a secondary PAK every 5 minutes
    • Reworked save method for entity names (this is a breaking change, all existing custom entity names will be removed)
    • Added support for saving custom variable names
    • When an entity is deleted from a composite, all associated overrides and triggers will now also be removed within the same composite
    • Changed method for parameter generation (moved to CathodeLib)
    • Fixed a "parameter is not valid" entity lookup issue
    • Added support for renaming variable entities
    • Re-enabled support for adding/removing parameters to variable entities
    • Re-enabled support for duplicating variable entities
    • Fixed an issue with parameter ordering

Version 0.9.3.3

Released 5th January 2023.

  • Script editor updates:
    • Fixed entity lookup error

Version 0.9.3.2

Released 5th January 2023.

  • Script editor updates:
    • Large performance improvements when saving Commands files
    • Fixed a bug that prevented TriggerSequence and CAGEAnimation entities from functioning correctly
    • Added functionality to edit existing links
    • Re-added ability to add resource parameters and variable entities
    • Overrides and proxies will now suggest parameters for the entities they point to
    • Improvements to GUID generation for new objects
    • Jumping to an entity via a linked parameter that had been cleared from the list because of a search now works

Version 0.9.3.1

Released 4th January 2023.

  • Script editor updates:
    • Entity creator now allows manual typing input to select function
    • Entity link UI is now wider to allow full visibility of entity names
    • Resource parameter can no longer be manually added, and is instead automatically added to the appropriate entities
    • Some default parameters and resources are now optionally applied when instancing entities
    • Resource data is validated upon saving to check for incorrect configs
    • Added support for loading Environment_Animation.dat files & displaying indexes for ANIMATED_MODEL resources
    • Fixed enum lookup list
    • Fixed _PATCH DLC map resource loading
    • Entity name caching now caches per-composite
    • Links in and out of entities now show in the parameter list
    • When jumping to entities, they now correctly select in the UI
    • Datatype Entity is now called Variable Entity
    • Found and fixed some sorting issues that would cause rogue unintended crashes in-game
    • Other various UX improvements and vast codebase and stability improvements (updated to CathodeLib 0.3.2)
  • Added "Hot Reload" option to "Launch Game" screen [STEAM ONLY]
    • Enabling this allows you to press the "INSERT" key in-game to reload the current level

Version 0.9.3.0

Released 24th December 2022.

  • Script editor updates:
    • Resized various elements in the main UI
    • Added a search box to the proxy entity selection UI
    • Fixed a regional numeric formatting issue with floats
    • Game platform will now optionally show in the script editor header (toggleable via settings)
    • Fixed an issue where baked composites could not be resolved in the enum lookup (gcip_worldpickup, playforminduration, torch_control)
    • Removed "Clear MVR" option
    • Three new entity options are available
      • Edit Resources: this will allow you to add/edit/remove resources referenced by an entity or resource parameter
        • Renderables are currently editable, with support for other resource types coming soon
      • Edit Movers: this will allow you to view all baked static instances of the entity in the level
        • Instanced renderables (known as "movers") are stored independent of the resources attached to the script entity, and this data is used to apply instance-specific overrides to materials, models, and collision (E.G. in-game posters all have different poster materials yet are one entity in the scripting tool)
        • Currently you can edit the model, materials, transform, and type info for each mover - more functionality will be coming soon
      • Edit Function: this will allow you to edit entity-specific functionality
        • Currently, TriggerSequence sequence editing is supported, CAGEAnimation timeline editing support is coming soon (preview available)
    • Added model viewer to function with the resource and mover editors, will allow you to view any model in the game in a 3D viewer
      • Scrollwheel zooms the view, WASD translates the camera, and RMB pivots
    • Added support for loading and handling renderable elements, materials, models, and textures
      • The model and material previews are still in development, and will better reflect the in-game versions as work progresses
    • Composites tree now expands to the default selected root composite
    • Parameters are no longer sorted in the UI as this was causing unexpected errors when compiling
    • If you encounter an error while saving, your existing COMMANDS.PAK will no longer become corrupted
    • Parser no longer creates placeholders for linked entities that were deleted and not cleared up by CA's tools
    • Various other bug fixes and QOL improvements
  • Implemented LegendPlugin behaviour tree nodes that were previously unused: ActionAbortMeleeAttack, ActionAlienWonScareTest, ActionDebugString, ActionFakeSense, ActionForceSearch, ActionIdleTimeFacingTargetSensedPosition, ActionPauseSenses, ActionPlayTree, ActionResetSearchJobs, ActionSetMenaceManager, ActionTakeStep, DecoratorLoop, DecoratorSetSenseSet
  • Fixed font for Sound Tool option
  • Added a logger to track the current installed version, and number of times the app has launched
  • Various library updates:
    • Updated Newtonsoft JSON in Config Editor
    • Updated AlienPAK to .NET 4.8
    • Updated AlienPAK to use non-legacy CathodeLib

0.9.2.x

Version 0.9.2.8

Released 7th July 2022.

  • Fixed an error where DDS textures would export incorrectly.
  • Disabled rename/duplicate buttons in script editor for DataType entities.
  • Parameter UI has been condensed in the script editor for better readability.
  • Updated an additional Newtonsoft JSON alert.
  • Minor code tidy in main OpenCAGE app.

Version 0.9.2.7

Released 29th June 2022.

  • Updater now verifies a hash for archives to ensure correct versioning.
  • Updater download progress bar now displays a more accurate percentage.
  • Script editor now hides rename/duplicate options for datatype nodes.
  • Fixed a missing icon in the OpenCAGE settings window.
  • Updated an additional Newtonsoft JSON alert.

Version 0.9.2.6

Released 26th June 2022.

  • Fixed an issue where proxies would become corrupted and unresolvable.
  • Entity parameters are now sorted by type in the script editor GUI.
  • Updated Newtonsoft JSON version to resolve a security alert.

Version 0.9.2.5

Released 8th June 2022.

  • Minor updates to script editor:
    • Dumped some missing parameter names
    • Corrected parent/child link display to correctly show datatype node names
    • Disabled WIP options (CAGEAnimation editor / resources editor)

Version 0.9.2.4

Released 6th June 2022.

  • Added support for the GOG version of Alien: Isolation
  • Custom levels added to the game's ENV/PRODUCTION folder are now supported
    • "Launch Game" UI auto-populates all available levels in a dropdown
    • Game's binary is automatically patched to remove file validation checks
      • This not only allows launching custom levels, but support for editing a level's models PAK/BIN
  • Asset tools updated to support far more (if not all) DDS formats when previewing/exporting textures
  • Various updates to scripting tool & CathodeLib
    • Renamed "flowgraphs" to "composites" as this seems to better reflect their implementation in-engine
    • Reworked the entity/composite naming system
      • Composites are now renamed to their correctly cased names
      • More entities are now named as a result of changing dumping method
      • Reworked entity name lookup & saving to optimise read speeds
    • Additional ShortGuid strings added to lookup database
    • Improvements to hierarchy resolving
      • Unresolvable hierarchies are now automatically removed
      • Hierarchies are now shown on override/proxy entity summaries
    • Added ability to create overrides & proxies
    • Added TriggerSequence viewer/editor
    • Progress towards CAGEAnimation editor
    • Fixed MVR save option, and improved wording
    • Various other UI tweaks, optimisations, and fixes
    • Repo now embeds CathodeLib to improve development experience
      • CathodeLib is nearing a new release, more info shortly

Version 0.9.2.3

Released 19th March 2022.

  • All "STEAM ONLY" options (aside from Cinematic Tools) in the 0.9.2.2 patch notes are now available for Epic Games Store clients

Version 0.9.2.2

Released 19th March 2022.

  • Major overhaul to the "Launch Game" functionality
    • Added new launch options
      • Auto-inject Cinematic Tools (STEAM ONLY)
      • Enable UI performance overlay (STEAM ONLY)
    • Reworked "Loap Map" functionality
      • Tech_RnD_HzdLab can now be loaded into (STEAM ONLY)
      • Gamma settings will no longer be reset (STEAM ONLY)
      • Save games are accessible (STEAM ONLY)
      • Fixed implementation on Epic Games Store versions
      • All map names are now capitalised properly
      • Previously selected map is now remembered
  • Minor updates to Cathode Script editor
    • "Caching..." text shows when caching entity names
    • All map names are now capitalised properly
    • Enty point editor window now sorts flowgraphs alphabetically
  • Fixed font rendering in asset tool

Version 0.9.2.0

Released 7th March 2022.

  • Major update to script editor - too big to list here, but highlights:
    • Ability to add/delete entities, flowgraphs, links, and parameters
    • Support for editing individual parameter values and changing datatype
    • Auto selection of datatype for parameters
    • Massive optimisations and performance improvements
    • Resized window for smaller resolutions and improved layout/population
  • Re-enabled localisation editor
  • debug_font assets are auto-written to the game's DATA folder
  • Fixed implementation of custom fonts across all WinForm UIs
  • Reworked implementation of behaviour tree unpack/repack functionality
  • Adjusted button layout in Brainiac Designer workspace
  • All OpenCAGE related processes are auto-killed when updating to prevent issues
  • Fixed a SSL/TLS issue in the updater on Windows 7
  • Updated README