Update changelog
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@ -32,17 +32,19 @@ Ongoing development
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- Transvoxel runs faster (almost x2 speedup)
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- The SDF channel is now 16-bit by default instead of 8-bit, which reduces terracing in big terrains
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- Optimized `VoxelGeneratorGraph` by making it detect empty blocks more accurately and process by buffers
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- `VoxelGeneratorGraph` now exposes performance tuning parameters
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- Added `SdfSphereHeightmap` and `Normalize` nodes to voxel graph, which can help making planets
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- Added `SdfSmoothUnion` and `SdfSmoothSubtract` nodes to voxel graph
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- Added `VoxelInstancer` to instantiate items on top of `VoxelLodTerrain`, aimed at spawning natural elements such as rocks and foliage
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- Implemented `VoxelToolLodterrain.raycast()`
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- Added experimental API for LOD fading, with some limitations.
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- Blocky voxels
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- Introduced a second blocky mesher dedicated to colored cubes, with greedy meshing and palette support
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- Replaced `transparent` property with `transparency_index` for more control on the culling of transparent faces
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- 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)
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- Added normalmaps support
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- `VoxelRaycastResult` now also contains hit distance
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- `VoxelRaycastResult` now also contains hit distance, so it is possible to determine the exact hit position
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- Breaking changes
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- `VoxelViewer` now replaces the `viewer_path` property on `VoxelTerrain`, and allows multiple loading points
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@ -55,6 +57,7 @@ Ongoing development
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- 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
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- The block serialization format has changed, and migration is not implemented, so old saves using it cannot be used. See documentation for more information.
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- 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.
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- `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.
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- Fixes
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- C# should be able to properly implement generator/stream functions
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