Releases: forge-master/ACViewer
ACViewer 0.2.25 Preview
Changes
2026-06-03
- Forge editing now preserves the original ordering of forge entries (the game derives load order from file position to avoid seeks, so reordering on edit could cause crashes)
- Fixed AC Shadows audio banks that could be missing
- Added language selection for localized sound banks in AC Shadows (requires restarting ACViewer to take effect)
2026-05-22
- Resource bookmarks: per-game, persistent, with folder organization via the Bookmarks menu
- Locations tab: added datastream index column, right-click to open in Forge Explorer
- Forge Explorer: datastream list now shows index in a two-column table
2026-05-21
- XML export for LocalizationPackage resources
2026-05-19
- Fixed Freedom Cry detection
- Improved world chooser modal: larger size, alternating row colors, double-click to open
2026-05-13
- Export all LODs option for FBX and USD
- LodSubtreeAPI export mode for Unreal Engine 5.6+
- Fixed USD single-object export crash
2026-04-29
- Game selection: two-column layout with drag-drop reorder
2026-04-25 - 2026-04-30
- Unified Wwise Explorer with Banks and PCK Entries tabs
- Sound Bank Browser for AC Shadows
- BAO resource parsing, playback, and AC1 DARE audio support
- UBI IMA, PTADPCM, and Opus decoders
- BAO export, SoundDescriptor inline player
- Fixed Vorbis decoder for older AC games
- Language-aware BAO streaming
ACViewer 0.2.25 Preview
0.2.25-2 Update and rename README to README.md
ACViewer 0.2.25 Preview
From previous version:
- Skeletons can now be visualized stand-alone
- Implement EntityBuilderTemplateOverride
ACViewer 0.2.25 Preview
Preview of 0.2.25
ACViewer 0.2.24
Major overall of performance and features
No support for AC Shadows
ACViewer 0.2.22b
v0.2.22b:
Bugfix release:
- Disable the "Apply changes to all copies" option by default
ACViewer 0.2.22
v0.2.22:
Bugfix release:
- Fix crash when exporting mesh
- Fix incorrect instancing
ACViewer 0.2.21
v 0.2.21:
Highlights:
Add support for Mirage 1.0.6. Older versions aren't supported anymore.
Separate out schema files from the exe, making them easier to update.
Add support for enums in inspector
Add a lot of new strings for property names/enums
Add a way to see the content of datalayers, and move camera to the location of the entities.
Resources will display how many copies there is in the game, and their location in forge files
Editing a resources that has duplicate will also edit the duplicates (highly experimental, can be disabled)
Other:
Fix skinned mesh not rendering when viewed without a full entity
Add display option for trigger volumes
Add visualization of mesh shapes (collisions geometry). Only in entity viewer (not in world)
Add support for blend shapes in Odyssey
Add option to visualize regionLayout
Various Fix to AC Revelation Penrose/Multiplayer
Tons of optimizations in skeleton/animation processing
Tons of other bugfixes
Export [FBX only]:
Add option to export all skeleton poses as individual anim take
Add option to export blend shapes baked in the mesh or as separate shapes
Export facial animations in cutscenes
Fix missing limbs shared by multiple characters in cutscenes
ACViewer 0.2.20
v0.2.20:
- Fix mirage entity export
- Add an error message when game folder is invalid
ACViewer 0.2.19
v0.2.19:
- Fixed lots of loading itches
- Fixed lots of memory leaks
- Crash fixes on domino spawning
- Fix animation export flipping signs
- Fix Black Flag Fakemesh
- Implement fakemesh normals decompression for AC3/BlackFlag (not exported yet)
- Implement support for AC Mirrage
- Fix index creation not properly using type names
- Export streamed animation
- Fix camera export position when exporting cinematic with referencial
- Fix animations not playing on Arno in entity builder
- Export Unity hair mesh
- Add support for scaled entity animations in cinematics (Arno during unity prologue)
- Add a new fake mesh compression used in Valhalla and Mirage (but incorrect diffuse)
- Add some default player options for AC2B/ACRevelations/AC3
- Move some options to be per-viewport
- Prevent multiple viewport for same world that would break the UI
- Fix UI break when opening multiple different world viewports
- Make FakeGraphicsObject not render by default (because they are extremely slow right now) and added a toggle to enable them in the viewport.