Update changelog

master
Marc Gilleron 2021-01-18 18:55:12 +00:00
parent 24c2d88e8e
commit e6e7fb8b70
1 changed files with 5 additions and 2 deletions

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@ -18,6 +18,7 @@ Semver is not yet in place, so each version can have breaking changes, although
- Voxel nodes can be limited to specific bounds, rather than being infinitely paging volumes (multiples of block size).
- Meshers are now resources so you can choose and configure them per terrain
- Added [FastNoiseLite](https://github.com/Auburn/FastNoise) for a wider variety of noises
- Generators are no longer limited to a single background thread
- Editor
- 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
@ -32,7 +33,7 @@ Semver is not yet in place, so each version can have breaking changes, although
- Added `SdfSphereHeightmap` and `Normalize` nodes to voxel graph, which can help making planets
- Blocky voxels
- Introduced a second blocky mesher dedicated to colored cubes, with greedy meshing and palette support (scripts only)
- 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)
@ -40,8 +41,10 @@ Semver is not yet in place, so each version can have breaking changes, although
- `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
- Terrain nodes no longer produce meshes based on the voxel data. Instead they use the mesher assigned to them.
- 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
- Fixes