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Releases · brickadia-community/heightmap2brz
0.21.1 - Prefab Thumbnails
- Image and heightmap saves embed the source image as the prefab thumbnail,
so they show a picture in the game's prefab list. - Fixed: on a system or browser set to a light theme, the app drew light
gray buttons and cards with unreadable text.
0.21.0 - Loops and Brick Refs
Saves now use the current game's format (brdb 1.0), so they load only on the
updated game.
- Loop Gates (default on,
--driver refs): video, text-mode video and
audio are driven by a small looping player instead of gates per pixel,
band or speaker. A 192x108 screen is 61 gates instead of 41,487. Frames
are stored as keyframes plus deltas (--keyframe-interval,
--delta-threshold,--dense-keyframes). Turn it off (--driver wires)
for the previous wired builds. - The cost readout shows the gates run in the tick a frame changes and
warns past ~20,000. A looped keyframe runs more gates per pixel than a
wired one, so large looped screens can hit the server's limit. - When the server cuts a loop short, the video's microchip shows a warning
with how to fix it. It clears once a keyframe plays in full. - Text mode
--hold Nkeeps a pixel's colour until the source moves more
than N, which makes noisy video saves much smaller. - MIDI playheads share one function: about 4 gates a speaker instead of ~16.
--no-midi-functionsrestores the old chain. - Text components hold up to 32,767 characters (was 10,000), so text-mode
video needs far fewer bands. - Fixed: loop and function boards failed to paste (a gate laid out at the
wrong size overlapped its neighbours). - Fixed: an opened microchip board floated over the screen instead of
sitting on its chip. - Fixed:
--prefabheightmaps lost their lowest bricks when placed on flat
ground. - Text-mode video's control buttons sit next to the text instead of several
studs in front of it. - Variable-frame-rate video gets a progress bar instead of a "total
unknown" spinner.
0.20.0 - Optimized the quad optimizer
- The quadtree optimizer uses about 6x less memory and runs about 10x faster. Output is unchanged.
0.19.0 - Stitched Seams
--stitchremoves the same pixels--culldoes, but treats them as a MASK
rather than a hole: the height field keeps the terrain under them, so
--wedgeand--rampifyshape the surface the way a full render would and
stop square at the seam. One map can then be built in several passes, a
coarse distant render beside a fine near one, each masking out the other's
ground.--cullcannot, because it chamfers and slopes both sides away from
the seam and leaves a gap. Nothing is built over a masked pixel and no slope
runs into one. In the GUI it is a Keep Shape toggle under the Brick Type
buttons, shown once Wedge Terrain or Rampify is selected.- The text pane's Pixel Size slider runs to 64 units per pixel row and no
longer clamps a typed value, so the GUI can reach the sizes
--line-height-worldalways accepted. A text render is vector glyphs on
1x1x1 anchor cubes, so a large value only spreads the cubes apart, which is
what an image meant to be read from a long way off needs.
0.18.0 - Shorter Color Tags
--short-hexforces every text-mode color tag into the three-digit
<color="FFF">form by quantizing each channel to the nearest of 16 levels.
Tags drop from 16 characters to 13, and neighbouring pixels that quantize to
the same color merge into one run, so it saves space twice over, at the
cost of some color fidelity. Available for both image and video text modes,
on the CLI and in both GUI panels.- The Monaspace Argon preset now defaults to
--width-scale 2.05rather than
2, closing the seam between glyph cells.
0.16.2 - Write Performance
Expect some improvements to brz write performance
0.16.0 - QoL and MIDI Percussion
Added experimental support for midi percussion and automatic wave-instrument selection.
Also from Meshiest#17 (thanks @Kmschr):
- Get rid of SRGB option, no longer need to do color conversion and makes no sense to keep it
- Show size of what you are converting
- Expand limits for height
- Show brickcount in save description
- Attach the heightmap as screenshot, or colormap if used
- Error when the save has too many chunks for Brickadia to be able to load0.15.0 - Wedge Terrain
@F1shar contributed a wedge terrain feature: Meshiest#16





