Eldiron v0.9.10
Pre-release
Pre-release
Improvements
Creator
- Changed the Game Tool shortcut from
AtoKso right-mouse 3D camera movement no longer conflicts withWASDnavigation. - Improved right-mouse 3D camera movement by grabbing the cursor and feeding raw mouse-motion deltas into the editing cameras while dragging.
- Extended the same captured right-mouse camera movement path to the Xcode / macOS FFI build.
- Improved direct 3D Create Box behavior so newly-created boxes switch to the Object Tool immediately and remain selected for object-level editing.
- Improved 3D tool switching so stale object, face, edge, vertex, and surface-detail selections no longer keep driving shortcuts after changing tools.
- Improved 3D tool switching so selected objects convert into all faces, edges, or vertices when switching to the Face, Edge, or Vertex tools, and selected faces convert into editable vertices when switching to Vertex.
- Improved 3D Face Fill so selected vertices are ordered around their plane before creating the face, avoiding twisted faces from unlucky selection order.
- Improved 3D Edge Tool feedback so newly-created split vertices are visible immediately after splitting selected edges.
- Improved 3D vertex
Xsplitting so two selected non-neighboring vertices on one face split that face along the diagonal instead of leaving an invalid polygon. - Added 3D vertex/edge
Mmerging so selected geometry vertices or edges collapse to their center and affected faces are rebuilt. - Added 3D vertex/edge auto-merge while dragging, so moved vertices collapse into existing vertices when they land on the same grid position.
- Improved 3D topology cleanup after edge split, merge, fill, drag, and vertex delete operations by dropping degenerate faces, triangulating concave/non-planar faces, and refreshing affected UVs.
- Improved 3D grid HUD feedback by keeping the compact
1...0shortcut slots and showing the active snap step beside them. - Improved the 3D grid overlay so visible subdivision lines now match the active
1...0snap step used by geometry movement, resizing, extrusion, duplication, and surface-detail editing. - Improved 3D Face Subdivide so all newly-created child faces stay selected, making repeated subdivision work immediately.
- Shortened the 3D object-selection status text so the footer focuses on hidden HUD mode shortcuts instead of repeating visible action shortcuts.
- Fixed the 3D
,/.grid-size shortcuts so they redraw immediately and stay clamped to valid grid sizes. - Fixed camera shortcuts such as
Cmd/Ctrl+3so they no longer also trigger the plain grid snap shortcuts. - Improved the 3D HUD coordinate readout so selected geometry continues to show a useful position even when the cursor is no longer hovering the object.
- Improved the 3D HUD coordinate readout so it falls back to the ground plane when no object is hovered.
- Improved 3D object gizmo sizing so handles stay closer to large selected objects instead of scaling far off-screen.
- Added object-mode
R/Shift+Rrotation for 90-degree vertical-axis turns on selected Geometry Objects. - Added object-wide
Ttile/color application for selected Geometry Objects, matching the face-level material shortcut while applying the current tile source to every face. - Added per-face 3D texture placement controls for selected faces or selected Geometry Objects, including UV offset, scale, and rotation.
- Improved 3D face texture editing so offset, scale, and rotation parameter changes update the viewport immediately.
- Added direct Geometry Object visibility, solidity, and group-label properties as the foundation for helper geometry, trigger/water volumes, and grouped level pieces.
- Improved mesh collision for direct 3D geometry so walkable faces sample their actual face plane instead of an averaged height, with more robust floor lookup around chunk boundaries.
- Removed legacy terrain/procedural parameter groups from Edit Vertex, Edit Linedef, and Edit Sector; these 2D actions now expose only current map-edit metadata.
Bug Fixes
Creator
- Fixed the 3D HUD position readout so the displayed
Yvalue uses the actual hovered surface height instead of snapping to the edit grid, avoiding flicker between floor levels. - Fixed mesh collision movement so actors can step onto low raised Geometry Object floor edges within the allowed step height instead of being blocked by the cap's vertical side.
Server
- Fixed character lifecycle ordering so the
startupevent is sent before the initialenteredevent for loaded and spawned characters.