Eldiron v0.9.9
Pre-release
Pre-release
A fresh start in 3D with a block-editing style workflow.
New Features
Creator
- Added the new direct 3D geometry editing path for Regions, centered on editable Geometry Objects instead of the older generated/procedural 3D authoring workflow.
- New projects and newly-created Regions now start with a centered starter box so 3D editing has an immediate object to select, resize, subdivide, paint, and cut.
- Added 3D object, face, edge, and vertex editing through the existing tool vocabulary:
- Object Tool selects and moves whole Geometry Objects.
- Sector / Face Tool selects and edits geometry faces.
- Linedef / Edge Tool selects geometry edges and draws face-local surface lines.
- Vertex Tool selects and edits geometry vertices.
- Added direct 3D face actions for creating and editing blockout geometry, including Create Box, Face Extrude, Face Subdivide, Face Inset, Face Merge, Face Delete, and Cut Opening.
- Added face-local surface detail drawing with persistent point/segment data, including line previews, Escape-to-finish behavior, cube-style point handles, selectable segments, and closed-loop support.
- Added Create Ridge and Create Groove actions that convert selected surface lines into persistent raised or recessed geometry, with box and triangle stroke profiles and inherited host-surface material sources.
- Added polygon cutouts from closed surface-line loops, allowing window/door-style openings through Geometry Objects without relying on hardcoded arch/window actions.
- Added direct 3D tile and color application for Geometry Objects, including object-wide material assignment, face material assignment, Rect Tool face painting, palette-color sources, and support for tile/color/tilegraph/nodegraph sources through the same tile-source path.
- Added 3D Rect Tool hover previews and live painting on geometry faces, with nudged render geometry to avoid z-fighting against the host surface.
- Added 3D editing HUD updates for the current selection, including localized status text that shows the available object, face, edge, vertex, and surface-detail shortcuts.
- Added dedicated 3D HUD slots for object MOVE / SIZE modes instead of reusing tile/material icon slots.
- Added 3D camera shortcut and control cleanup for Iso, Orbit, and FirstP editing views, including arrow-key target panning in 3D editing cameras.
- Added FirstP fly navigation for the Creator:
Spacetoggles fly mode, pointer position controls looking/turning,WASDmoves through the level, andEscapeexits back to normal editing. - Added live Rect Tool painting previews in 2D and the new direct 3D path so tile/color strokes appear while dragging instead of only after mouse release.
- Added mesh-collision feeding from direct 3D Geometry Objects, so edited floors, walls, and cutouts participate in 3D movement collision instead of relying on the old procedural 3D path.
- Added procedural tile metadata in Edit Tile Meta, allowing tiles to be tagged by style, kind, and weight for generated maps.
- Added procedural generation support for entrance/exit marker tiles, weighted item spawns such as doors, and weighted character spawns such as dungeon monsters.
- Added support for endless 2D roguelike-style procedural loops, where scripts can scale
region.procedural.*settings, rebuild the current dungeon, and place the player at the regenerated entrance.
Scripting
- Added
world_event(event, value)and the matching visual scripting World Event block, allowing characters, items, and region scripts to delegate orchestration to the World script'sevent(event, value)handler. - Added
teleport_entity(entity_id, sector, region)and the matching visual scripting Teleport Entity block so World scripts can move a player or NPC passed in through a world event. - Added
build_procedural(seed)and the matching visual scripting Build Procedural block so World scripts can regenerate 2Dconnected_roomsprocedural regions during play. - Added script access to live region procedural settings through context variables such as
region.procedural.room_countandregion.procedural.characters.skeleton.percentage, enabling roguelike difficulty scaling before regeneration.
Optimizations
Creator
- Improved direct 3D editor responsiveness by coalescing redundant hover/drag events, processing only the newest queued geometry drag, and throttling expensive overlay refreshes.
- Improved Rect Tool and Organic Tool responsiveness by using dirty chunk updates and avoiding full geometry overlay rebuilds during common paint drags.
- Improved tile-paint commits so tile-only strokes dirty affected scene chunks instead of forcing a full scene-manager rebuild.
Client
- Improved wgpu client UI sharpness by switching the RGBA overlay sampler to nearest filtering.
Documentation
- Rewrote the 3D editing documentation around the new direct Geometry Object workflow, including object, face, edge, vertex, surface-line, ridge/groove, cutout, Rect painting, camera, and shortcut behavior.
- Renamed the 3D-facing tool documentation to match the new shared terminology, including Sector / Face Tool and Linedef / Edge Tool.
- Added documentation for the new 2D procedural dungeon workflow, including Build Procedural,
[procedural]region settings, procedural tile metadata, door/item generation, character generation, and regeneration behavior.
Bug Fixes
Creator
- Fixed Rect Tool and Organic Tool previews so they remain visible when editing geometry is hidden, without forcing the rest of the editing geometry overlay back on.
- Fixed the direct 3D Rect Tool paint preview so the preview rectangle follows drag painting again while still using throttled overlay updates.
- Fixed 3D Rect Tool side-face painting so painted tiles are visible without z-fighting against the selected Geometry Object face.
- Fixed face editing so moving and resizing faces preserves visible UV/checker material feedback after the edit commits.
- Fixed direct 3D selection transitions so switching into face editing with no selected face no longer leaves a stale broken gizmo/object-move state.
- Fixed cutout generation so closed surface-line loops create real through-openings instead of capped recesses.
- Fixed renamed/older 3D starter projects with Rect-painted geometry faces failing to load by accepting both legacy face tile-cell maps and the new vectorized tuple-key format.
- Fixed 3D entity and item editor previews so dragged or placed instances snap to edited geometry floor height instead of flickering between world zero and the floor.
- Fixed Organic Tool terrain painting undo so terrain brush strokes can be reverted like surface strokes.
