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.
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 )
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! )
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)