2021-12-23 (Beta)
github-actions
released this
23 Dec 06:22
·
1134 commits
to master
since this release
Happy Starlight, one and all!
Special thanks to @AsgardXIV for so many features in this new update. We are indebted to you!
Fixes
- #669 - Fixed bones flickering while in position or scale mode.
- #686 - Fixed actors being targeted and lost in a cycle when the extended appearance pointer is bad.
- #688 - Fixed FTUE window not rendering correctly on first launch.
- #700 - Fixed renaming files in the File Browser causing them to disappear.
- #702 - Fixed 'remove equipment' button in equipment flyout not working while there was text in the search box.
- #719 - Fixed Hrothgar lips in Matrix view.
- #720 - Fixed jaw bone moving when first selected.
- #722 - Enabled the 'Mount' option for actor type.
- Pinning carbuncles and other actors is now more reliable.
- Validated to work with patch 6.01.
Improvements
- #693 - Fixed incorrectly displaying "This actor does not have a model" when the actor is simply not selected.
- #696 - Moved Mini Mode toggle into Settings flyout.
- #696 - Added some animations to the Mini Mode icon.
- #699 - Added Model List for Fashion Accessories.
- #703 - Can now pin the currently targeted actor.
- #713 - Can now set the in-game target from Anamnesis by right-clicking on a pinned actor.
- #714 - Added default Masculine Viera poses to the Standard Poses library.
- #716 - Added next and previous buttons to the Gallery. Clicking the image will now open a larger version.
- #717 - Improved the time control method so it works the same as pre-Endwalker.
- #721 - Shift clicking no bones will no longer deselect all current bones.
- Include scale in expressions.
- German language updated thanks to @Maxunit.
Known Issues
- When multiple actors with the same name are pinned, entering GPose will shuffle which pin corresponds to which actor. We will continue to investigate this.
Notes
- Our self-imposed embargo will lapse in the new year. As such, the Gallery and Model List remain untouched to avoid spoilers as much as possible. We will revisit this in the next build.