This is a high-level changelog for each released versions of the plugin. For a more detailed list of past and incoming changes, see the commit history.
- Added configuration warning if the terrain node has no data assigned
- Grey out menu items if conditions for them to work aren't fulfilled.
- Increased maximum chunk size to 64 to help performance tuning. Default is now 32.
- Fixed
map_scale
not working - Fixed inspector becoming blank when shader type is set to "custom" while no shader was assigned yet
- Fixed tiny imprecision when importing raw heightmaps
- Fixed version check causing the collider to be offset in Godot 3.1.2
- Added tool to export heightmap data to a raw file or image
- Add ability to change base density of grass
- Collision hits now report
collider
as the terrain node instead ofnull
- Most of function signatures in the API now use typed GDScript
- Fixed whitespace at the end of
plugin.gd
seen as an error in Godot 3.2 - Fixed collider vertically offset due to a change in the Bullet module
- Fixed inspector not updating properties when the shader is changed
- Fixed terrain not saving if the scene is saved just after a non-undoable action (using a workaround)
- Fixed terrain areas becoming black if resized bigger
- Fix grass shader, it wasn't handling vertical map scale correctly
- Fix smooth brush behaving like raise/lower in opacity lower than max
- Fix terrain not saving changes made from the generator
- Remove obsolete Save and Load menus, they don't work anymore
- Saving a scene now saves terrains properly
- Grass layers are now nodes for ease of use
- Customizable grass shaders
- Customizable grass distance
- New documentation
- Fixed resize causing artifacts on heightmap and brushes (engine side)
- Fixed pickable collider causing a huge slowdown (raycasting is still slow but needs a fix in Bullet Physics)
- Added morphologic erosion to terrain generator
- Added global map baking
- Added ground shader parameter to blend towards global map over distance
- Added properties to tint grass using the global map
- Added property to tweak shading at the bottom of grass
- Speed up sculpting by moving normals baking to GPU
- Slightly improved LOD performance
- Increased default file dialog size when selecting grass texture
- Fixed issue with grass shading based on ground normals
- Fixed grass preview lighting (was too dark)
- Reduce checkbox size in generator tool
- Make zoom slower in generator tool
- Fixed brush decal not showing up at certain angles
- Fixed script error in some of the tools
- Fixed terrain inspector not allowing to set shader textures
- Bring back configurable brush shapes
- Improved terrain generator UI with 3D preview, baseline and draggable offset
- Added tool to generate a full mesh of the terrain so Godot can bake a navmesh
- The strength of sculpting tools is now proportional to brush size
- Terrain resources generate a greyscale thumbnail
- Resizing can be done by cropping or expanding in a given direction (Terrain menu)
- Fixed potential cleanup error when the editor closes
- Fixed custom types not cleaned up when the plugin is disabled
- Fixed LOD to take height into account on tall mountains
- Fixed terrain textures being lossy-compressed when reopening the project
- Fixed grass painting being available when there are no detail layers
- Heightmaps are now saved as
.res
so they are included in export - Fixed cursor decal not showing when creating a terrain from scratch
- Fixed editor nodes not cleaned up when the plugin is disabled
- Select grass tool after adding a new grass type
- Custom ground shaders
- Added a variant of the default shader which uses less texture samplers
- Collision is active by default
- Collision works in editor so other tools can use it (update is manual)
- Compatibility breakage: packed bump and roughness were swapped in ground shader API
- Fixed a few culling bugs
- Fixed error when adding a detail layer while looking far away
- Fixed normals not updating when generating a terrain over an existing one
- Fixed terrain LOD updating around the game's camera instead of the editor's camera
- Added basic ambient wind (waving grass)
- Improved import of heightmaps, splatmaps and colormaps
- Option to double chunk size (better quality and less draw calls but more vertices)
- LOD scale can be changed (better quality but more draw calls)
- Collisions are now working with Godot 3.0.4 and later
- Fix errors when clicking while the terrain has no data
- Terrain can be scaled using special
map_scale
property - Improved icons
- Grass can be erased properly
- Saving only saves what's needed
- Fixed grass culling
- Added level of detail
- Added grass painting
- Added generator
- Changed collision to use Bullet (on Godot master branch only)
- Improved texture paint to use a splatmap
- More shading features
- Various other changes in UI and API
- Added texture paint through vertex colors
- Added HumanSheeple's shader to support up to 18 textures
- Added jump to the demo, I guess
- Fix Modo navigation conflict
- Added collisions
- Improved demo with a simple character controller
- New icon
- Added flatten brush mode
- Fix terrain having no default size
- Fix bottom panel editor conflict
- Heightmap edition with undo/redo
- Small demo with simple texture-less shader