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Releases: FireRat666/FireMaze

FireMaze v3.3.0

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@FireRat666 FireRat666 released this 27 Jun 12:34
7ce964d

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

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@FireRat666 FireRat666 released this 06 Jun 22:42
766ff9c

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 packagesmaze_generator.pymaze_algorithms/ package cube_maze.py, thin_maze.py, polar_maze.py, common_helpers.py; mesh_builder.pymesh_builder/ package rect_builder.py, polar_builder.py, stair_builder.py, post_processor.py, bmesh_utils.py, __init__.py.
  • Extracted pathfinder into its own pathfinder.py module.
  • Unified seed management via set_seed/get_rng in utils.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_id face 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}) with fire_maze_data tag 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 initializationcube_maze.py and thin_maze.py used _ instead of y in 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 <= 0 guards — added throughout polar builder to prevent division-by-zero when ring_sectors[r] is zero.
  • Bend subdivision cuts capped at 8 to prevent excessive geometry.
  • _add_circular_wall_caps — added ts parameter; minimum radius clamp now uses ts * 0.01 instead of hardcoded 0.001.
  • Out-of-bounds wall index access fixed in thin polar wall section.
  • is_editing guard removed from cube_mode_pillar wall skipping, fixing a regression.
  • Lightmap state restoration — restructured with try...finally to guarantee original selection, active object, active UV, and editor mode are restored on failure.
  • Entrance None guard_compute_grid_distances returns early when maze_data.entrance is None.

Geometry & Mesh Building

  • Thin wall corner cleanupClean Wall Corners option 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_doubles across all builders; wrapped in try-except in 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_Helper lookup scoped to collection instead of global bpy.data.
  • Docstrings added across multiple modules.
  • Version bump in blender_manifest.toml.

Full Changelog: v3.1.0...v3.2.0

FireMaze v3.1.0

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@FireRat666 FireRat666 released this 06 Jun 07:55
fb25fa5

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

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@FireRat666 FireRat666 released this 03 Jun 12:33
e94b5a6

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

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@FireRat666 FireRat666 released this 30 May 08:31

add lightmap UV generation feature with customizable methods

Full Changelog: v2.0.0...v2.0.1

FireMaze v2.0.0

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@FireRat666 FireRat666 released this 29 May 14:23

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

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@FireRat666 FireRat666 released this 25 May 13:31

Full Changelog: V1.0.1...v1.0.2

FireMaze v1.0.1

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@FireRat666 FireRat666 released this 25 May 07:41
V1.0.1

docs: create README.md