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v0.4.0
Pre-release
Pre-release
- New: vegetation. Trees painted with Unity's Paint Trees and grass / meshes painted with Paint Details on a Unity Terrain are exported as BeamNG forest items:
art/forest/managedItemData.json(typeTSForestItemData),forest/<type>.forest4.json(one JSON object per line:type,pos,rotationMatrix,scale) and aForestobject (theForest) in a newVegetationgroup. Format taken from the BeamNG docs (Forest Data / Forest class).- Tree prefabs (LOD0 only, billboards skipped) are merged into one DAE per prefab; materials/textures go through the normal material export. Leaf/grass materials are exported double-sided with alpha test.
- Collision: trees get
"collidable": trueand a convex trunk collision shape written as an extraColmesh-1node inside the DAE (radius from the prefab'sCapsuleCollideror estimated from the trunk; bushes below a configurable height get none). Detail meshes (rocks...) can optionally collide with a bounding box. Grass never collides. - Details: grass textures become three crossed quads (tinted with Unity's healthy/dry colour), detail meshes use their prefab. Density slider + hard instance budget (the density is lowered automatically when the budget would be exceeded). Positions come from Unity's detail layer; heights from the terrain.
- Limits (reported in the export report): forest items only have ONE uniform scale (tree width/height scale is averaged), no wind sway (
windScale0), no distance LOD / billboards.
- New: minimap.
minimap/terrain.pngis rendered on the CPU (terrain layer colours + hillshade, roads, building footprints, trees) and registered ininfo.jsonas"minimap":[{"file","size","offset"}](docs). Resolution 512-4096. - New "Vegetation" tab (trees, details, minimap options). Structure check now also verifies forest files (every placement type is defined, every shape exists, minimap file exists).
- Unit tests for forest line format, collision orientation and foliage detection.
Full Changelog: v0.3.2...v4.0.0