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v2.4.0

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@github-actions github-actions released this 18 Sep 18:45
· 17 commits to main since this release
6ee369c

Release v2.4.0

Build Details:


Changelog

Changes since v2.3.0

FEATURES

  • Added an Erase Biome brush next to the Paint Biome tool, so you can clear a hand-painted or Pack Ice biome override back to its normally calculated biome without having to repaint over it with something else.

IMPROVEMENTS

  • Coastlines generated in Guided mode now look far more natural, with real inlets, bays, and small islands, instead of closely tracing the shape of the polygon you drew. This is most noticeable on complex, many-node shapes, which previously came out blocky. The Coastline Fracture setting now actually reshapes the coastline itself, rather than only bending a line that still followed your drawn edge. If you have existing maps built with Guided mode, particularly with a high Coastline Fracture value, regenerating their terrain under this update will look noticeably different - it's worth reviewing that setting (and lowering it if the result looks too broken up) before regenerating an existing map.
  • Added a "Delete All Land Masks" button to the Scene tool in Guided mode, beneath the Land Masks list, so you can clear every drawn land mask in one action instead of deleting them one at a time.
  • The Undo and Redo buttons now show how many steps are available in their tooltip (e.g. "Undo (4)"), and are disabled whenever there's nothing left to undo or redo.

BUG FIXES

  • Guided mode's land mask editing shapes no longer appear in exported Scene PNGs (player or GM view) if they were left visible from the Scene tool.
  • Loading a map with a lot of hand-painted terrain or biome history no longer inflates the Undo/Redo step count to match its entire paint history. Loading a map now always starts a clean undo session, the same way it already did for pins, routes, regions, and other drawn features.
  • Switching between Add Land and Remove Land while editing guided-mode land masks now finishes the shape you were drawing first, the same way switching modes already does for other tools. Previously, switching mode kept adding to the shape you'd already started instead of beginning a new one.

UNDER THE HOOD

  • ProceduralEngine#applyGuidedDetail no longer suppresses coastal detail noise to zero exactly at the drawn boundary. A new #computeEffectiveCoastDistance helper perturbs the guided-mode distance field with independent, tapered noise instead, fading to zero over a band either side of the boundary (configured via the new FILRODENSWMB.GENERATION.COASTAL_VARIANCE block, expressed as ratios of CONTINENT_SCALE) so land/ocean ownership - and the coastal shelving maths that depends on it - remains guaranteed correct in the far field. The guided-mode distance field is now also sampled with bilinear (sub-pixel) precision rather than snapped to the nearest whole pixel. #bilinearSample was generalised to accept width and height separately, since it previously assumed a square mesh.