General code cleanup on most files (~half the lines deleted!)
Fixes corruption bugs with proto Crash 1 anims, Crash 2 anims, Crash 2/3 cameras, Crash 2 scenery
Crash 1 proto scenery will render differently. Uses solid color + wireframe instead of random color which made it impossible to see anything properly
Fix Crash 1 proto zone collision not displaying properly
Properly distinguish between old and proto anims for crash 1 proto anims
Fix "Fix Box Count"
Improved performance to Crash 2 animation viewer
Better crash 2 animation/model handling
Better slst handling (all games)
Fixes memory leak bug (program may still crash from OoM though), incidentally makes closing files a bit slower
Use the colored icons for entries to tell them apart more easily
Add unprocess/process option for chunks
Put all animation viewers in an undockable control, not sure why they weren't already
Add a PAL button to toggle between 25FPS/50FPS animation and 30FPS/60FPS animation.
Crash 2 animations will play at twice the framerate using a very basic vertex interpolation because it looks way better (single frames obviously unaffected)
Change how Textures.png works, it now reads in 32x32 chunks instead of 33x33 for example. Here's a new example Textures.png:
Renamed some box texture resources, and added most missing fields for them (clock, slot, iron continue, pow and wooden ghost crates now display properly)
Added new notex script to CrashHacks, removes textures from Crash 2 scenery for the authentic crashedit experience - in-game!
maybe some other things i forgot
known issues:
crash 2 NSFs aren't saved bit-perfect because of how the program handles unused parts of the VH, pretty meaningless.
known issues: