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Eldiron v0.9.9

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@markusmoenig markusmoenig released this 09 May 07:35

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: Space toggles fly mode, pointer position controls looking/turning, WASD moves through the level, and Escape exits 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's event(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 2D connected_rooms procedural regions during play.
  • Added script access to live region procedural settings through context variables such as region.procedural.room_count and region.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.
Screenshot 2569-05-09 at 13 57 48