MJOLNIR Tag Editor changelog
MJOLNIR Tag Editorv0.12.0

Blocks grow and shrink now

Add, duplicate and remove block elements — constraints a tag never shipped with. Also fixes string id, tag reference and script edits dropping out of exports.

Until now the editor changed values but never counts: a block that shipped with 0 of 64 elements stayed empty, which is exactly what stopped a physics_model from gaining a limited hinge constraint (issue #80). Now the count is yours too.

Added

  • add, dup and del on every block's section bar: append a fresh element, duplicate the selected one, or remove it. Guerilla's per-block caps are enforced, and arrays — whose counts the definition fixes — are left alone.
  • New elements start the way the shipped data writes "nothing here": tag references unset, block indices at none, everything else zeroed — and every field inside them is editable immediately, including fields the add itself created. Edits re-apply in the order you made them, so an edit inside an element you added lands exactly as you saw it.
  • The section bar's undo reverts the block's element changes along with every edit inside its elements.
  • Proven in game: a duplicated weapon placement, retyped and moved, spawns as a real pickable weapon — see the worked example in the tag editing guide.

Fixed

  • String id and tag reference edits no longer vanish. They applied when typed, then silently dropped out when the tag was re-read, saved into a project, or exported. If a mod you exported earlier was missing one of these edits, re-export it with this version.
  • Script edits now actually ship. A scenario changed only by its compiled Blam script baked to unchanged bytes, so the script never reached a test install or an exported .mjolnir. It does now.