Releases: FireRat666/FireMaze
Releases · FireRat666/FireMaze
Release list
FireMaze v3.3.0
What's Changed
- Non-rectangular shapes, configurable floor thickness, and clipped boundary tiles by @FireRat666 in #7
Full Changelog: v3.2.0...v3.3.0
FireMaze v3.2.0
What's Changed
- Refactor maze generator and mesh builder into modular packages; add incremental editing, multi-floor support, and polar maze fixes by @FireRat666 in #6
Major Refactor
- Split monolithic modules into packages —
maze_generator.py→maze_algorithms/packagecube_maze.py,thin_maze.py,polar_maze.py,common_helpers.py;mesh_builder.py→mesh_builder/packagerect_builder.py,polar_builder.py,stair_builder.py,post_processor.py,bmesh_utils.py,__init__.py. - Extracted pathfinder into its own
pathfinder.pymodule. - Unified seed management via
set_seed/get_rnginutils.py— polar maze generation now respects the configured seed. - Added type annotations to main entry-point functions; removed unused imports and redundant
is_valid_ref()loops.
Interactive Editing
- Incremental mesh rebuild — only dirty cells are rebuilt on edit, using a
cell_idface layer to map geometry back to maze cells. - Entrance/exit toggling — clicking perimeter tiles in edit mode moves entrance/exit location; toggling a wall on/off at the border updates the entrance/exit data accordingly.
- Polar wall toggling — interactive edit support for polar grid walls.
Multi-Floor Support
- Decoration spawning refactored for multi-floor mazes — torches, chests, doors placed per-floor with correct entrance/exit detection.
- Entrance/exit openings are now properly closed on non-applicable floors (e.g., entrance on floor 0 shouldn't have an opening on floor 1).
- Props collection scoped per parent collection (
FireMaze_Props_{name}) withfire_maze_datatag for reliable cleanup.
Bug Fixes
- Polar neighbor direction indexing — CW/CCW was swapped in pathfinder, vertex painting, and decoration spawning across 5 files.
- Visited matrix initialization —
cube_maze.pyandthin_maze.pyused_instead ofyin list comprehensions for multiple algorithms (Prim's, Hunt-and-Kill, Wilson's, Growing Tree). - Room placement — rooms now skip cells that overlap blocked regions in cube/thin maze generation.
Nr <= 0guards — added throughout polar builder to prevent division-by-zero whenring_sectors[r]is zero.- Bend subdivision cuts capped at 8 to prevent excessive geometry.
_add_circular_wall_caps— addedtsparameter; minimum radius clamp now usests * 0.01instead of hardcoded0.001.- Out-of-bounds wall index access fixed in thin polar wall section.
is_editingguard removed fromcube_mode_pillarwall skipping, fixing a regression.- Lightmap state restoration — restructured with
try...finallyto guarantee original selection, active object, active UV, and editor mode are restored on failure. - Entrance
Noneguard —_compute_grid_distancesreturns early whenmaze_data.entrance is None.
Geometry & Mesh Building
- Thin wall corner cleanup —
Clean Wall Cornersoption extends fillers only at true V-corners, fixes overlapping walls and end caps. - Procedural thin-roof fallback — when no custom roof mesh is provided, generates filler geometry at wall-roof intersections.
- Remove doubles — switched to
_safe_remove_doublesacross all builders; wrapped intry-exceptin polar and rect builders. - Conditional end-cap generation for radial and circular walls in polar builder.
- Collider simplification — simplify collider components individually before merging for better coplanar face reduction.
- Stair builder fixes — bottom face added to step wedges; top exit landing platform; top step ends along negative Y-axis.
Housekeeping
- Debug prints removed from incremental rebuild and rect builder.
- Exception handling narrowed — floor level validation catches specific exception types instead of bare
Exception. _FireMaze_Edit_Helperlookup scoped to collection instead of globalbpy.data.- Docstrings added across multiple modules.
- Version bump in
blender_manifest.toml.
Full Changelog: v3.1.0...v3.2.0
FireMaze v3.1.0
What's Changed
-
New Features
- Multilevel (multi‑floor) mazes with configurable stairs/ramps, multilevel polar mazes, and updated 3D pathfinding; floor‑level editing and edit‑tool for walls vs stairs.
- New algorithm bias settings, roof transform offsets, tighter room‑size constraints, and example multilevel session file.
-
UI
- Floor selector, stair controls, contextual mask warnings, expanded algorithm sliders, and custom stair/ramp selectors.
-
Documentation
- New FEATURES and USAGE guides; README updated with docs links and v3.1.0 badge.
-
Other
- Add‑on bumped to 3.1.0 and improved logging.
by @FireRat666 in #3
Full Changelog: v3.0.0...v3.1.0
FireMaze v3.0.0
What's Changed
-
New Features
- Polar-grid maze generation with ring/sector options and polar pathfinding; image masking to shape mazes; mask import/export and layout image export.
- Prop spawner for torches, chests and doors with density controls.
- Session save/load and autosave crash recovery (restore/discard).
-
Enhancements
- Improved interactive viewport editing, edit-mode resilience and thin-wall double-sided option; single custom wall mesh, collider/geometry optimisation and vertex-painting controls.
-
UI
- New Session & Image Management and Prop panels; context-sensitive controls for rect vs polar modes.
-
Documentation
- README updated for v3.0.0 (Blender 4.2+) with expanded features and workflow guidance
And other things in #1
Full Changelog: v2.0.1...v3.0.0
FireMaze v2.0.1
add lightmap UV generation feature with customizable methods
Full Changelog: v2.0.0...v2.0.1
FireMaze v2.0.0
Enhance FireMaze with advanced maze generation features and UI improvements
- Added multiple maze generation algorithms.
- Introduced room generation settings with customizable room count and sizes.
- Implemented loop and isolated wall probability settings for maze complexity.
- Added entrance and exit configuration options with customizable sides and counts.
- Integrated custom mesh collections for walls, floors, and roofs with detailed alignment requirements.
- Enhanced UI with new panels for algorithm selection, entrance/exit settings, loops/layout options, and guide path configurations.
- Improved interactive editing mode with real-time updates and visual feedback.
- Added detailed transform settings for wall and floor instances.
- Implemented post-processing options for merging objects and generating colliders.
Full Changelog: v1.0.2...v2.0.0
FireMaze v1.0.2
Full Changelog: V1.0.1...v1.0.2