Jun 6, 2018
IPackThat - PB Dev
Hello,

i just disabled the current Demo for IPackThat. The demo itself is rather old and does not represent the current version of IPackThat anymore.
Currently working hard time on IPackThat 2. This will be a large update for the current Version.
IPackThat 2 is totaly rewritten in c++ and will use the power of gpu processing.
The first test are very very promissing.

Will keep you uptodate about the process
IPackThat - PB Dev
Hello all :)

Got a new update ready and tested to avoid the problems with Windows 10.
Still working on the major update with gpu and simd support. This takes longer than expected.

Here a short overview of the current changelog

Version 1.8.3.0 - 03.01.2018
  • fixing self overlap settings bug ( ignored no self overlaps on some meshes )

Version 1.8.2.0 - 19.12.2017
  • fixing Windows 10 crash ( don't alter files in current tool directory )
  • local files are now stored inside \CurrentUser\MyDocuments\IPackThat
    • DefaultSettings.xml
    • AutomaticSettings xml file
    • batch xml file
    • mesh loaded at startup
  • changed version number behavior

Version 1.7.6339.22524 - 10.05.2017
  • fixing batch xml handling
  • fixed shaders ( now included inside source )
  • fixed various crashes

Version 1.7.6180.30932 - 02.12.2016
  • fixed snapping errors
  • fixed packing bugs
  • fixed import obj file errors with empty meshes and/or faces without uv data

Version 1.7.6086.18448 - 30.08.2016
  • adding snap vertices to pixels ( top menu button ) works on loaded meshes and packed ones
  • fixed margin errors
  • fixing precision errors
  • changing packing metric
  • fixing margin presentation
  • fixing margin calculations
  • removing convex hull pre packing ( not worth the efford )
IPackThat - PB Dev
Hello folks,

here a new update for IPackThat. I started to implement pack around or repack and scale aware uv island settings. The ui won't do anything yet. This will be enabled shortly.

  • fixed broken checkbox related ui bindings ( like scale etc )
  • fixed context menu broken ui bindings
  • fixed packing error ( reverted optimizations )
  • reverted to old packing metric ( better results )
  • adding ui elements for scale aware and no scale ( not live yet! )
  • minor fixed and optimizations
IPackThat - PB Dev
A new update has arrived.

Fixed some thread errors and minor fixes.
Here a detailed list of the changes

  • fixed a crash due error with overlap detection ( reported by jStins )
  • fixed thread error when loading meshes ( Farfarers script plugin is working again :) )
  • fixed thread error with check updates
  • fixed cluster settings with multi selection
  • fixed packing code ( sometimes the results where weird ( reported by Dan Powell ) )
  • fixed y-flipped comparison image
Dec 17, 2015
IPackThat - PB Dev
Hello folks,

here the promised update with the integrated steam api.
No more username and password is needed for activating IPackThat :)

It should be soon available again inside the store.

Additionaly here the current changelog

  • fixed a crash when pressing the goto previous layout when no file was loaded
  • fixed various crashes
  • fixed the annoying overlap bug
  • some performance improvements
  • fixed background rendering of comparison images
  • fixed batch packing via command line XML file
  • fixed auto load mesh via command line
  • fixed bug with mouse selection
  • fixed a binding error with nullable ui elements
  • fixed language tag for gumroad serial inout
  • Steam Version
    • changed activation procedure to Steam Client API.
    • Steam client must be installed now
    • starting IPackThat from outside steam will automatically restart IPackThat from the Steam Client and start the Steam Client if necessary

If you find crashes or bugs report them to support@IPackThat.com
If its possible send details and example mesh files if possible

cheers
IPackThat - PB Dev
Hello folks,

seems like the activation procedure wasn't so good after all.
I currently implementing the direct steam api via steamworks.net.

I will upload a new version and check with steam if its valid this way.

After this change, you need to have the steam client installed so the tool can check if the app is valid.

This will be done in the background at the first start and after a version update.

No input is required now.
Oct 6, 2015
IPackThat - PB Dev
Hello folks,

we are finally released :)
Thanks to Tom Giardino from Valve ːsteamhappyː

All buyers who got IPackThat during early access also received automatically the commercial upgrade as free gift.

Short roadmap for upcoming updates

  • Triangulate incoming uv shells
    • just internal for better handling all the math
    • triangles are far cheaper to operate with than ngons in undetermant sice (the area from ngons for examples is heavy math compared to triangle area)
    • have to change every math inside the tool ( but helps a lot for upcoming stuff )
  • move scene stats to viewport as overlay
    • can be toggled together with cpu and fps meter
  • ability to crunch down the outer contours
    • different settings for lowpoly outlines (low medium high)
    • faster checks but not accurate ( depending on the quality level )

Thats all for now, if you got suggestions or got problem support@IPackThat.com
Aug 18, 2015
IPackThat - PB Dev
Hello folks,

new small update with some bugfixes and features.

  • added mirrored bake offsets to import options (only enabled if you turn on use bake-offsets)
  • recompiled entire project to fix a crash bug due wrong compiled binaries
  • overlap detection is now disabled as default (except indirect overlaps due shared vertices)
  • find smallest bounds is now disabled as default inside cluster properties
  • save file will automatically overwrite the last file (the file dialog is already filled with the last file path and file name)
  • fixed a bug where create groups by material id was not working when clusters where selected
  • some small tweaks and bug fixes

Still waiting for someone from steam to help leaving early access. No idea why noone is reacting since one month.
IPackThat - PB Dev
Quick hotfix for a small bug.

Some noticed that the tool is not starting correctly.
This is now fixed.

Also added the group color visualisation to the group menu's

sorry for the troubles :)
IPackThat - PB Dev
Hello all,

a small drawback while try to leave early access. As giveaway for all who bought the tool during early access i give away the commercial upgrade version for free. Because of that i can't leave early access that easy. Have to get in contact with steam to make the transition.
The tool itself is finished so far and ready to leave early access. There are still feature request that will be handled after leaving early access.

in the meantime i uploaded a new update with some nice features people asked on Polycount

  • added shortcuts for move, rotate and scale via keyboard input
    • shift + arrow keys move
    • ctrl +up/down scale
    • ctrl left/right rotate
  • added shortcuts for handling groups
    • 1 – 0 select by group index
    • ctrl + 1 – 0 add group to selection (toggle the group selection)
    • shift + 1 – 0 add selection to group
    • shift + g add selection to new group
    • shift + c clear group from selection
  • added shortcuts for cycle cluster selection
    • arrow up select first cluster
    • arrow down select last cluster
    • arrow left cycle backwards
    • arrow right cycle forward
  • enhanced group color generation to avoid default polygon fill color or colors from existing groups
  • added mesh-file as new executing argument (usable for scripts or with the open with explorer extension)
    • IpackThat.exe d:\foobar\thefoomesh.fbx
  • split by material id's on import is now working
    • if a UV chunk contains multiple material id's, only the material id from the first polygon is used. To avoid this, split the UV chunk by material id ( the tool will not split or alter the UV point amount. Just the UV point locations)
  • group by material id as new context menu option
  • updated documentation

sorry for the delay

happy weekend :)
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