At the moment, this module doesn't have a distinct release schedule, so this changelog follows Godot's version numbers and binary releases. Almost each version mentionned here should have an associated Git branch (for THIS repo, not Godot's) containing features at the time of the version. Backports aren't done so far.
- Streaming/LOD can be set to follow the editor camera instead of being centered on world origin. Use with caution, fast big movements and zooms can cause lag
- The amount of pending background tasks is now indicated when the node is selected
- Added About window
- Smooth voxels
- Shaders now have access to the transform of each block, useful for triplanar mapping on moving volumes
- Transvoxel runs faster (almost x2 speedup)
- The SDF channel is now 16-bit by default instead of 8-bit, which reduces terracing in big terrains
- Optimized `VoxelGeneratorGraph` by making it detect empty blocks more accurately and process by buffers
- Introduced a second blocky mesher dedicated to colored cubes, with greedy meshing and palette support
- Replaced `transparent` property with `transparency_index` for more control on the culling of transparent faces
- The TYPE channel is now 16-bit by default instead of 8-bit, allowing to store up to 65,536 types (part of this channel might actually be used to store rotation in the future)
-`VoxelViewer` now replaces the `viewer_path` property on `VoxelTerrain`, and allows multiple loading points
- Defined `COLOR` channel in `VoxelBuffer`, previously known as `DATA3`
-`VoxelGenerator` is no longer the base for script-based generators, use `VoxelGeneratorScript` instead
-`VoxelGenerator` no longer inherits `VoxelStream`
-`VoxelStream` is no longer the base for script-based streams, use `VoxelStreamScript` instead
- Generators and streams have been split. Streams are more dedicated to files and use a single background thread. Generators are dedicated to generation and can be used by more than one background thread. Terrains have one property for each.
- The meshing system no longer "guesses" how voxels will look like. Instead it uses the mesher assigned to the terrain.
- SDF and TYPE channels have different default depth, so if you relied on 8-bit depth, you may have to explicitely set that format in your generator, to avoid mismatch with existing savegames
- The block serialization format has changed, and migration is not implemented, so old saves using it cannot be used. See documentation for more information.
- Terrains no longer auto-save when they are destroyed while having a `stream` assigned. You have to call `save_modified_blocks()` explicitely before doing that.
-`VoxelLodTerrain.lod_split_scale` has been replaced with `lod_distance` for clarity. It is the distance from the viewer where the first LOD level may extend.