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Releases: danbaoren/RuntimeMapGen
Release list
RMG v0.2
-- Optimized Foliage spawning, now it spawns in chunks around camera, similar how collision chunks works.
-- Added procedural algorithmic generation
-- Added biomes (audio/foliage per-biome, texture will be updated later)
-- Added wind animation for foliage (per-group toggle)
-- Minimap and fullmap now supports waypoints and utils when hovering, now coordinates related directly to world positions. Also its possible to input customized player Arrow and Border of minimap and input your own map-image.
-- overall input optimization, better tweaking and exports
RMG V0.1.2
Foliage reworked to new Engine prefab-features
All foliage now stored in Prefabs/Foliage folders
Adding foliage:
- in "Prefab/Foliage/" create a new group with format "%index%_%Name%"
%index% -- number to which settings will be applied inside component UI
%Name% -- name of your folder for better readability, doesnt affect code and can be named as you want
- When folder created, put foliage prefabs into it. When code trying to place foliage, it will randomly select prefab object from this specific group.
RMG V0.1.1
Updated for new Engine Version 0.6.6
-- Added folders for component UI
-- Small fix to Foliage, now its possible to adjust prefab scale and foliage will inherit it
-- Refactored Shader into separate class file
RMG v0.1
First Iteration
Most complicated logic done. Base is solid.
Next Updates will iterate per-modules and solidify their features & performance
Modules:
- General [80%]-- terrain transforms, LOD, cache
- Textures [80%] -- input textures and modify their slopes
- Foliage [60%] -- add group (variants) and apply group-specific settings
- Collision [100%] -- rapier collision chunks
- Ambience [70%] -- mostly texture appearance, texture octaves, color tint, etc
- Navigation [90%] -- minimap and fullscreen map
- Loading Bar [100%] -- can add custom messages and colors
- Procedural Filters [70%] -- nature effects on terrain