Update changelog

master
Marc Gilleron 2021-03-27 19:33:29 +00:00
parent 29c5141dda
commit 9b785b35d9
1 changed files with 4 additions and 1 deletions

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@ -32,17 +32,19 @@ Ongoing development
- 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
- `VoxelGeneratorGraph` now exposes performance tuning parameters
- Added `SdfSphereHeightmap` and `Normalize` nodes to voxel graph, which can help making planets
- Added `SdfSmoothUnion` and `SdfSmoothSubtract` nodes to voxel graph
- Added `VoxelInstancer` to instantiate items on top of `VoxelLodTerrain`, aimed at spawning natural elements such as rocks and foliage
- Implemented `VoxelToolLodterrain.raycast()`
- Added experimental API for LOD fading, with some limitations.
- Blocky voxels
- 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)
- Added normalmaps support
- `VoxelRaycastResult` now also contains hit distance
- `VoxelRaycastResult` now also contains hit distance, so it is possible to determine the exact hit position
- Breaking changes
- `VoxelViewer` now replaces the `viewer_path` property on `VoxelTerrain`, and allows multiple loading points
@ -55,6 +57,7 @@ Ongoing development
- 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.
- Fixes
- C# should be able to properly implement generator/stream functions