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CosmoTreeGen v1.0.0
Added
- Collision types, replaces the old
use_collisiontoggle with enum, now it can beNone,Simple Convex,Multiple ConvexorTrimesh. collision_levelsets which branch levels get collisions: 0 is just trunks, 1 adds the roots and first level of branches, and so on.collision_max_heightcut collisions above that height, useful for giving only the botton of the trunk collisions.- Foliage collisions, can be
Hull(one convex shape around the whole canopy) orSpheres(one spehere shape per branch tip). - Collision preview:
preview_collisiondraws the collision shapes on top of the tree. leaf_aspect: leaf cards now take the shape of the foliage texture instead of always being a square. Above 0.0 forces that ratio.texel_density: in px/m, bark UVs now are in world space, so trunks, branches and roots share texel size, saved by preset.- API:
export_gltfonCosmoTreeGen, useful for creating tree .glb's in batch. - Docs: https://github.com/FrogCosmonaut/cosmo_tree_gen/tree/main/docs
- Every parameter now has a description in the Editor, hover to see it.
Changelog**: v0.5.0-beta...v1.0.0
CosmoTreeGen v0.5.0-beta
First public release.
Features
- Procedural tree generator with configurable branch levels, live and auto-updated in the editor.
- Tree parameters as custom Resources: multiple trunks per tree, optional roots, broken branches by chance, branch length and leaf card size by curve.
- Foliage: icospheres with configurable subdivisions, or card leaves with configurable amount and double sided.
- Optional flat shading for PSX/PS2 aesthetic.
- Automatic convex collision for the trunk.
- Automatic LOD generation (LOD0, LOD1, LOD2) with tris budgets and distances configurable in
cosmo_tree_gen/generatorproject settings. - Save and load presets as
CosmoTreePresetresources. Includes 4 built-in presets plus 7 extra in the demo folder. - Export as glb/glTF (LODs included), with an option to link materials in the
.importfile. - Leaves shader with simple wind sway.
Notes
- This is a beta release: parameters and the preset format may still change between versions.
- glTF/glb export is still experimental.