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Release Notes


Josh
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0.9.8

  • Face smooth groups are supported, in the editor only.
  • Only faces on the same brush will be considered in the smoothing. Smooths do not yet work across multiple brushes.
  • Smooth groups are currently incompatible with face bevels. I do not yet understand how these two features will interact.
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0.9.8 (Editor only)

  • Brush faces that have a number of sides other than four will now work with tessellation and edge bevels. I need to add some more polygons at the corners to eliminate the sharp transition in the normals.
  • These faces do not currently have any internal subdivision, like quad faces do.

image.thumb.png.7cbca6e67ad48c53bf30cac23da3caf1.png

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0.9.8

  • Selecting an object will no longer expand its entire hierarchy in the scene tree.
  • Added Tube creation object.

Melissa Joan Hart Clarissa Darling GIF

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0.9.8

  • Bevels, smooth groups, and tessellation with brushes are just about finished now. The only thing missing is I need to add subdivision of non-quad faces to limit the maximum edge length.
  • Bevels will override smooth groups. Each faces will use one or the other, or neither, but not both.
  • Added a new editor mode that pops the asset browser out into the view panel.
  • The left sidebar buttons have some wonky behavior that needs to be worked out. Don't worry about it for now. :)

image.thumb.png.dd3392877f6d9dbb97538622c4f3be79.png

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It looks like scene loading with lots of brushes will probably be slower than normal in this build. I need to rethink how I am handling smooth groups...

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0.9.8

  • Added material painting.
  • Meshes can now have up to four materials applied to them.
  • Multi-materials work with all objects, but the editor only has a painting interfaces for brushes currently.
  • Added material saturation setting, for quick adjustments.
  • AmbientCG.com extension now has a default saturation setting in the options that is applied to new materials that are downloaded.

 

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0.9.8

  • Fixed brush geometry when bevel not used. You will need to perform some action to trigger a rebuild of existing brushes, but the full engine doesn't need to be updated right now since the meshes are stored in the scene file.
  • Lots of shader fixes for terrain, mesh layers, imposters, etc.
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  • 2 weeks later...

0.9.8d

  • Shaders are updated. Shader families now list a variation for each number of materials in use (1-4) for optimal performance.
  • Vastly improved performance of material painted rendering.
  • Only PBR shader family supports mult-material at this time.
  • Fixed bug that caused probe selection area to be too big.

It's available on the standalone build right now. I am having trouble connecting to Steam for some reason, will try again later...

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0.9.8

Reverted the entity selection behavior in editor, which re-introduces the problem with environment probes, but allows me to take another try at fixing this...

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0.9.8

  • Quad brush faces will now build using specified subdivision even when edge size equals zero.
  • Added default edge size setting in options.
  • Selecting a material in the asset browser when the paint tool is active will make the paint tool use that material.
  • Paint panel preview now correctly shows material thumbnail.
  • Fixed the environment probe selection problem, and got rid of the sprite that was hiding inside the sphere indicator.
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0.9.8

  • Added grid and angle snap toolbar buttons.
  • Added Rotate X, Y, Z toolbar buttons and menu items.
  • Removed grid snap setting from options dialog.
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