* Full support for Oodle descompression
* ups
* Save/Compress support
* throw exception if oo2core_6_win64 dll` dont exists
* Show a MessageBox when the dll is not present
* avoid using LINQ for array slicing
* separate pitch and block linear swizzle functions
* use tegra_swizzle lib for swizzle/deswizzle for block linear
* clean up tegra swizzle and remove redundant allocation
* add an additional binary for 32 bit
* add check to force valid block heights
* fix sizes for 32 bit swizzle ffi
* simplify mipmap offsets, fix clamping blockHeightLog2
* prevent 0 values for width/height
* port updated nutexb block height function from Cross Mod
* update tegra_swizzle to include corrected block height functions
KCL support has been greatly improved.
- High poly collisions can now be created (even higher than 65k+).
Collision should still be made with the game limitations and performance in mind!
- Support for all KCL versions (GC, Wii, DS, 3DS, etc). Keep in mind for various games to work, you must create a preset and configure the settings used for individual games. I will be adding many more soon to support a wide range of games.
- KCL files can now have the endianness switched and saved back allowing for direct conversion.
- OBJ importing will auto map materials by name COL_## (## being hex value). This allows to export and reimport collisions with all the data intact.
- File sizes are more optmized and improved.
- Speed signifcantly improved and is much faster for both exporting and replacing.
-Materials are now split in the node view for a KCL. This is to select and easily see all the material types and so they can be highlighted.