Rusty Hearts Toolkit

Source Editor Tool Rusty Hearts Toolkit 1.5.0

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FBX → MMP (Experimental Import Support)
- Experimental support for importing an **exported MMP FBX** back into an **MMP** file, allowing editing and creating custom maps for Rusty Hearts.

For detailed instructions, please refer to the [README].

File Editors – 3D Model View
- WDATA support added
- Automatically loads and displays all referenced 3D models:
- `NPCBOX`
- `ITEMBOXES`
- `GIMMICKS`
- `ANIBGS`
- **WASD camera controls** added to the ModelView window
- Includes **Reset Camera Position** button
- **New export/import options**
- Export **Height** (`.height`) from `.navi`
- **FBX → MMP Import** (Experimental)
- **Export Separate Objects for MMP**

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Dedicated Table Editors
- Added Preview buttons for 3D model visualization in:
- Enemy
- Item
- NPC
- Pet
- World editors

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WData Editor
- Added 3D map preview in a dedicated ModelView window
- Automatically loads and displays referenced models:
- `NPCBOX`
- `ITEMBOXES`
- `GIMMICKS`
- `ANIBGS`

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General
- Added new application settings:
- RH Table encryption key
- VFS key** (for `f00x.dat`)
- Client Assets folder** for ModelView path resolution
What's Changed

- 3D Model Support.

MMP (Map) & MGM (Model) Processing
- Added support for reading [.mgm and .mmp] binary file formats and Navigation mesh (.navi)
- Implemented FBX export functionality with Texture embedding options during export
- New Model Tools page for batch export operations
- Interactive 3D viewer powered by HelixToolkit with skeleton/mesh toggles

WData Integration with MMP.
- Enhanced `WDataManager` with comprehensive scene management and MMP file loading capabilities
- Introduced `ObbOverlayManager` for managing 3D entity overlays and visualization

#### .NET 10 Upgrade
- Upgraded framework to `net10.0` with SDK 10.0.100

For more details, please refer to the Release notes.
What's Changed

- Implemented WDataEditor for editing .wdata files.
wdata files are a binary container used by Rusty Hearts that bundle all of a map’s runtime data into a single package file that tell the engine what files to use (models, navmeshes, scripts), interactive volumes called EventBoxes (npc/enemies spawn points, triggers, portals, camera zones, etc.), animated background objects (AniBG), item containers (ItemBoxes), in-world gimmicks (traps, platforms), scripting triggers (events/conditions/actions), and cutscene data (Scenes and SceneResources). Together, these sections package all of a map’s resources into a single, versioned binary format that the engine can load and execute at runtime.

PCK Tools
- Improvemens to PCK Reader Tool.
- Introduced `PCK Packer` tool for packing files back to the client pck files.
- Added support to load/save .rh files directly from/to PCK files on Dedicated Table Editors.

Small fixes and UI improvements

- Improved UI in Enemy Editor, Item Editor, and World Editor by replacing some NumberBox controls with ComboBox controls.

Updated dependencies to latest versions.

For more details, please refer to the Release notes.
What's Changed
Add PCK file handling features
:
- Introduced PCK Unpacker tool for extracting client assets.
Updated dependencies:
  • Updated EPPlus from 7.5.3 to 7.6.1
  • Updated Microsoft.Extensions.DependencyInjection and Microsoft.Extensions.Hosting from 9.0.1 to 9.0.3
  • Like
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What's Changed
Updated dependencies:
  • Updated WPF-UI from 3.0.5 to 4.0.0
  • Updated CommunityToolkit.Mvvm to 8.4.0
  • Updated EPPlus from 7.5.3
  • Updated Microsoft.Data.SqlClient to 6.0.1
  • Updated dotnet-sdk from 9.0.100 to 9.0.200
  • Updated cake.tool to 5.0.0
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