Releases: ozzr/godot_terrain
Terrain v1.1.2-stable
CHANGELOG:
- REGRESSION: TerrainEditor - Paint Color Tool not working
- OPTIMIZATION: BrushEditor - Removed unused
BRUSH_PROPERTY_COLOR
and unexposed brush color property - OPTIMIZATION: TerrainTool - Removed
set/get_brush_color
and addedColor
as a parameter to the private_paint_color
method - ENHANCEMENT: TerrainEditor - editor brush will change its color to the selected paint color when painting the Colormap
- ISSUE: BiomeItem - fix item not emitting signal on max_draw_distance property changed
- ISSUE: BiomeItem - fix Item Min Scale is not considered in game
Terrain Module v1.1.1
BRUSH EDITOR Fixes
Terrain Module v1.1.0
The latest release
IMPORTANT
For using the Waterway addon to create rivers, use the modified one here until Arnklit review the changes so it could be incorporated into the original repository if approved
v1.1.0
- NEW: Path Painter Editor;
- NEW: TerrainPath class. Use this class to createroads and rivers;
- NEW: Added Distribution Types to the Biome Item Distribution. Now it can be any of: RANDOM, JITTERED_GRID, POISSON (default);
- NEW: TerrainUtils class added as Reference type to easy acces to many internal important methods
- ENHANCEMENT: Call biome regeneration after changing the tile_size
- ISSUE: TERRAIN_INDEXMAP not resizing when changing the TERRAIN_WEIGHTMAP resolution
- OPTIMIZATION: Removed unused icons and redesigned others
- ENHANCEMENT: Added New property
preserve_paths
toTerrainTool
brushes - ORGANIZATION: Renamed TerrainEditorProperty class and children to CustomEditorProperty
- ENHANCEMENT: Added opposite actions to the editor when pressing the Ctrl key
- ENHANCEMENT: Complete rewrite of the TerrainEditor plugin with code optimization
- ENHANCEMENT: Editor will not crash when importing external textures with invalid names and instead will stop the import process;
Terrain v1.1.0-alpha1
Upcoming release with a lot of bug fixes, internal code rewrites and new features.
New features:
- Path Painting Tool
- Better editor brush
KNOWN ISSUE FOR THIS VERSION
Using the waterway plugin to create the river surface causes the editor to crash. This is fixable but manual modification of the waterway addon is required (just fix what the editor tells is causing the issue) Once we have done that we get something nice like the image below:
Final version of the module will release with a simple helper node to create the river surface so, be patient..
Terrain v1.0.3-stable
CHANGELOG
- NEW: Now It is possible to create a NavigationMesh from the Terrain. This is available from the Terrain Menu
- NEW: Now It is possible to export the Terrain Patches into separate MeshInstances. Instances might not fit perfectly when decimating but this is fixable in any 3D editor/modeler (like Blender)
- FIXED: TerrainTool
editing the height clears already made holes
. Now gaps/holes will not be removed unless you do it using the mask brush - ResourceImporterSmartTexture
- RENAMED
SmartTextureImporter
class toResourceImporterSmartTexture
for better matching internal godot importers naming. - FIXED:
https://github.com/ozzr/godot_terrain/issues/10
- RENAMED
- FIXED: #11
- FIXED: #12
- FIXED:
ERROR: Cannot get class 'SmartTexture '. at: (core\class_db.cpp:323)
It was caused by leaving white spaces afterSmartTexture
class name in the saver method and the get_property method in the TerrainData - FIXED: TerrainTool
editing the height clears already made holes
. Now gaps/holes will not be removed unless you do it using the mask brush - CHANGE: Replaced
GeometryTools
byMeshUtils
with new utility methods. - CHANGE: Exposed
MeshUtils
class.
NOTE: The linux editor was built for ubuntu 20.04
Terrain Module v1.0.2
v1.0.2
- CDLODRenderer
(FIXED ERROR IN CORE SHADER)
:- FIXED:
varying float masked_vertex
not showing for GLES2 devices; - FIXED: Wrong Shader Generation and
VERTEX
discarding due to missing\n
break line in base code.
- FIXED:
- TerrainData:
NEW: added support for power_of_2 heightmaps. (Surprisingly nothing broke)
- EXPOSED: add_paint_texture
- EXPOSED: erase_paint_texture
- EXPOSED: get_paint_textures_count
- HTML5:
- FIXED: Washed albedo map colors while using GLES3 backend.
- GLES2 backend is usable.
- SmartTexture:
- by default get_pixel and get_pixel2 return the texture's internal clear_color
Terrain Module v1.0.1
v1.0.1
- FIXED Issue: Unable To edit the Terrain when using EXTENDED_MODE_16
- FIXED Issue: Wrong UV generated by the GeometryTools
- FIXED Issue: TerrainEditor Fixed PaintTexture Previewer not updating after changing active ALBEDO_BUMP Texture
- FIXED typo in ThreadPool class that prevented its usage when threads where not available
- Terrain:
- Now Inherits from ComplexInstance (Custom Class Derived from CullInstance) instead of VisualInstance
- As a side effect, you no longer get a beautifull AABB in the editor
- Fixed Render Layers not working
- Removed Light Color Property
- Now Inherits from ComplexInstance (Custom Class Derived from CullInstance) instead of VisualInstance
- TerrainData
- Better save system with multithreading support.
- default map settings modified
- 1 - Changed Default Format of TERRAIN_BASE_HEIGHTMAP to RH (It will be changed once again when more features are added)
- SmartTexture:
- It is now thread safe most of the time
- Cleaned and organized the class
- Renamed update function to commit as it makes more sense
- Exposed internal methods:
- commit: unlocks the image and updates the texture after modifications where made
- renamed download_data to access_memory
- renamed upload_data to free_memory
- lock: equivalent to Image::lock()
- unlock: equivalent to Image::unlock()
- fill: equivalent to Image::fill()
- resize: equivalent to Image::resize()
- blit_rect: equivalent to Image::blit_rect()
- Better QuadTree Node destructor
- TerrainEditor/BrushEditor now saves brushes as .exr
- TerrainData
- Exposed:
- get_paint_texture
- get_paint_image
- set_paint_texture_data
- Exposed:
First Stable Release
Enjoy the first stable release of the Terrain Module. A lot of errors and bugs fixed. If you are having any issue, please let me know!.
Known Issues
- AABB preview for the Terrain Node not updating inside the editor when changing the patch_width/patch_length/max_height property
Early Release
PLEASE USE ANY OF THE NEWER VERSIONS AVAILABLE THIS ONE HAS SOME ANOYING BUGS.
The first early release
This is a pre-release version. I still have to add documentation, and maybe create a proper editor brush instance, but the rest of the code is literally ready. This version has a leak problem and it looks like it is deleting objects that doesn't exist upon closing the project. This freezes or slows down the engine. I am tracking the culprit. Enjoy!.
KNOWN ISSUES
- Huge FPS drop down when updating biome items properties
- Wrong biome exclusion baked into the biomemeap when using a Surface Editor Node
PS: If you want to open issues or proposals open them in this repo.