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0.3.10

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@Relintai Relintai released this 25 Mar 23:32
· 247 commits to master since this release

General

  • Swapped engines. I created a new, heavily customized godot fork. Changelog
  • Added the world node to the save group. This fixes saving the character on exiting.
  • Small improvements to the spell book window.
  • Fix material cache initialization logic for the CharacterSkeletonMeshJob.
  • Import the weapons and armor pack's textures as packer image resources. This fixes their issues with uvs on the html backend.
  • More fixes to the uvs on the html backend.
  • Added live version to github.io.
  • Added liquids, and a liquid material.
  • Created a new water tile.
  • Set up a base ocean layer for the world.
  • Raycast from higher up when placing entities.
  • Disabled Octahedral compression for the characters, as it caused issues on some of my test android devices.
  • Created a proper icon.
  • Various smaller cleanups, and script updates.

Tools

  • Created a uv debugger tool.
  • Added tool keyword to the dungeon teleporters, so they can be spawned in to the editor without errors.

World Generator

  • Added a new WorldGenRaycast class, and now world generator will use this instead of a stack and stack index to make the data available to the generation methods. Also added local uv to it.
  • Implement selecting the edited resource on clicking it's button in the world generator addon's EditorResourceWidget.
  • Added a new editor chunk spawn range property to the world.
  • Now the float and int properties use a hbox container, and their label is set to expand fill.
  • Modularized the world generation algorithms, so the world is now actually layered.
  • Now the default surface's id is customizable in the ocean base world.
  • add_slot in ResourcePropertyList.gd will now return the expected index.
  • Added a h separator to the test continent's properties.

Mat maker GD

  • Added undo redo support the gradient editor. This also fixes seamless color editing with it.
  • Also added undo redo support fro the gradient editor's interpolation type dropdown.
  • Also fixed the gradient editor popup thing.
  • Also added undo redo support for the gradient editor when adding and removing colors.

Terraman

  • I renamed voxel_surface methods/properties to terra_surface.
  • Fixed liquids.
  • Added a helper method to the world to get the editor's camera.
  • Reworked the in-editor world generation logic. Now when the generate in editor property is set, the world generate chunks around the editor's camera.
  • I fixed a few threading issues when spawning and despawning chunks extremely fast. This happens in the editor when the camera can go around really fast.
  • Fixed a typo (transform_uv_scaled used the x coordinate in place of y) This makes the terrain's texture look seamless.
  • Now the PCM library generates a liquid material, and also found / fixed a few race conditions.
  • Fixed a few issues with material cache usage.
  • Fixed color baking lod step when the library supports material caches.