Releases: Baldrax/Houdini_TaleSpire_Terrain_Generation_Toolset
Releases · Baldrax/Houdini_TaleSpire_Terrain_Generation_Toolset
v0.23.0-alpha
What's Changed
- TaleSpire Terrain Node
- Fixed a bug introduced in the last release where tiles and props near the edge of the map might not get exported.
- TaleSpire Fetch Water Node
- Added Depth Offset to the mask.
- Changed the Depth Mask so negative values are now present which represent height above the water table.
- TaleSpire Set Water Level Node
- Filled gaps in the ts_water_height layer so depth from the water table can be achieved further away from the water mask.
- TaleSpire Tiler Node
- Added options to use the water level to determine tile assignment. This gives more accurate results at the water line.
- TaleSpire Object Node
- Fixed an issue where 1x1 tempWater tiles were not rendering with transparency in the Houdini viewport.
- Added a "footprint" parameter to the scatter settings which enables preliminary support for how far away objects get scattered from
one another. For now this does not affect the current set of objects being scattered, but it does control how far other objects stay away from them on subsequent scatter operations.- Updated all nodes that access objects to support this feature.
Full Changelog: v0.22.0-alpha...v0.23.0-alpha
v0.22.0-alpha
What's Changed
- Added Wall Height controls and noise options to the Cavern_Helper.
- TaleSpire Terrain Node
- Added Help Page.
- Tightened up Interface.
- Added "default_water_biome" to terrain layers when water is enabled.
- Fixed a bug where slabs without tiles would not export.
- Added a "Use Range List" option when exporting multiple slabs, see the help page on the node for more information.
- TaleSpire Biome Node
- Added Help Page.
- Added a network to the Biome nodes to edit biome masks that can be used in both tile and props networks.
- TaleSpire Object Node
- Fixed an issue when replacing assets in a TaleSpire Object node if the replacement assets were blank it would cause an error, Now those objects get removed from the slab.
* Dev by @Baldrax in https://github.com/Baldrax/Houdini_TaleSpire_Terrain_Generation_Toolset/pull/29
* Release prep for v0.22.0 by @Baldrax in https://github.com/Baldrax/Houdini_TaleSpire_Terrain_Generation_Toolset/pull/30
**Full Changelog**: https://github.com/Baldrax/Houdini_TaleSpire_Terrain_Generation_Toolset/compare/v0.21.1-alpha...v0.22.0-alpha
v0.21.1-alpha
Hotfix
While cleaning up the Cavern Helper before I published it, I accidentally removed a transform that put the walls in the proper place.
What's Changed
Full Changelog: v0.21.0-alpha...v0.21.1-alpha
v0.21.0-alpha
What's Changed
- Fixed offset issue when placing tiles and slabs with tiles outside the tiler.
- Fixed a bug where tiles with props would not be centered.
- Switched to Houdini's built in copyTextToClipboard intead of using tkinter.
- Fixed issue with sub-biomes not using the new centered tiles.
- Added support for textured Tiles
- Added autoprocessing of icon sheets into textures for Tiles.
- Re-worked and cleaned up TaleSpire Object Node to fix offset issues.
- Added ability to transform TS Object nodes, observing TS grid and rotational restraints.
- Updated Export node to handle Slab Points directly.
- Multiple iterations of slab/tile alignment fixes.
- Updated default networks to use the new TaleSpire_Preview node.
- Added ability to manually set the TaleSpire Board Level and made it so assets underneath the board level are deleted before export.
- Fixed an issue with texture generation related to a format change of the index.json files.
- When rotating slabs with tiles they will now be rotated around the centroid of the slab if it is possible to keep them on grid when doing so.
- Added an option to "Place as Tiles" for TaleSpire_Copy nodes.
- When a slab exceeds the talespire limit of 30kb a pop-up dialog now appears with suggestions on how to fix it. Previously this message went to the console and could be missed.
New Nodes
- Added TaleSpire_Cavern_Helper node, which takes a slab with a floorplan layout and makes caverns with it.
Improved/Added Proxies
- Improved Cliff Face Proxy
- Added brick_single_large proxy
- Added some cave walls to proxies
New Example Files
- Added example file for Geometric Shapes.
Release data
Full Changelog: v0.20.0-alpha...v0.21.0-alpha
v0.20.0-alpha
What's Changed
General Changes
- Sped up Build/Cache terrain tiles by a significant factor, especially for large flat areas.
- Added common nature tile assets (1x1 and 2x2) to the hip/examples/biomes.hipnc file for ease of copying them into biomes.
- TaleSpire Object Node:
- Added a Folder filter to Tile and Prop selection to make it easier to find assets.
- TaleSpire Export Node:
- Fixed some cooking issues
- Fixed a bug introduced in the most recent revision of the Export node which broke copying a slab without using multi-paste.
- TaleSpire Copy Node:
- Added an instance node inside it to make it easy to preview results.
- TaleSpire Terrain Node:
- Added zig-zag as a tile order feature and fixed some bugs with the tile size in different orientations.
- Added more strict checking of the existence of the talespire_directory. It now checks to see if the index files are actually found within the directory instead of just if the directory exists.
- TaleSpire Biome Node:
- Fixed an error when non TaleSpire Object nodes were inside network boxes within the Edit Objects area of the biome. Non-valid nodes will now be ignored.
- New Proxies:
- Most of the nature 1x1 and 2x2 tiles now have proxies.
- Ashe and Cave tile proxies.
- Water Tiles 1x1 and 2x2 with transparency.
- Asset Library:
- Restructured how asset libraries are read in to allow tools to know what file an asset came from.
- Added additional data to the assets related to textures and icon sheets.
- Added a process to make textures from asset icons, this will be utilized later.
Water Tile Support Changes
- Added new TaleSpire Set Water Level node, sets the water level to the heightfield.
- Added new TaleSpire Fetch Water node to retrieve the Water Level and or Masks.
- TaleSpire Scatter Node:
- Added support for handling water tiles.
- Changed behavior of Limit to Water Area's Shore Dist, it is now an actual distance away from the shore. Previously it was based off of depth and did not behave predictably.
- TaleSpire Terrain Node:
- Build/Cache tiles now automatically observes water volumes and biome boundaries to make smoother and more defined boundries.
- Added option to turn off Water Tile Generation.
- Added option to exclude water tiles below the water plane.
- Re-ordered some options in the water category
- Added hip/examples/water_tile_examples.hipnc scene file to show some examples of how to set up water
Full Changelog: v0.19.0-alpha...v0.20.0-alpha
v0.19.0-alpha
What's Changed
- Fixed a failure that would happen if there were only 1x1 or 2x2 tiles present in a slab.
- Fixed an issue where rotations set on the TS Object node were not being carried through properly.
- Added export functionality to the TaleSpire_Object node. The main use for this presently is to import a prop based asset, rotate and re-export it.
- Added Tile support throughout the system, this required updates to TaleSpire_Object, TaleSpire_Biome, TaleSpire_Scatter and TaleSpire_Terrain nodes and supporting code.
- Added 3 New Nodes:
- TaleSpire_Copy
This node allows you to place assets on specific points fed in to the 1st input. It can work inside or outside a biome. The 2nd input can be used to designate which objects to place on the points, as defined in a TaleSpire_Object_Set node. - TaleSpire_Object_Set
This node is a container for TaleSpire_Object nodes, it works similar to the objects network in the TaleSpire_Biome node. This allows you to define sets of objects to use in nodes like TaleSpire_Scatter and TaleSpire_Copy allowing those nodes to work external from a Biome if desired. - TaleSpire_Export
This node can take the data from TaleSpire_Scatter and TaleSpire_Copy nodes and export them directly to a slab or multi-slab without needing to set up a terrain. Its feature set is currently limited but will eventually support all the features of the terrain nodes export.
- TaleSpire_Copy
- Updated TaleSpire_Scatter node to work outside a biome similar to the new Copy node. This required adding a 3rd input, it should be backwards compatible.
Full Changelog: v0.18.0-alpha...v0.19.0-alpha
v0.18.0-alpha
What's Changed
- Fixed an issue where spaces in scatter/tile sets were not supported.
- Fixed a bug introduced in the last version that broke sub-biomes from working properly.
- Added New proxy geometry:
- Castle Ruins Rockpile
- Desert Cliff 01
Dev by @Baldrax in #19
Full Changelog: v0.17.0-alpha...v0.18.0-alpha
v0.17.0-alpha
What's Changed
- More cleanup on the example Forest Gully map and example biomes.
- Prevented scatter results changing when new layers are added to the terrain or when they are re-ordered. Old maps will now have different results, there is no way to go back to the old results.
- Added a toggle, defaults to on, for using the scatter node name to add to the random seed of scattered objects. This ensures that every scatter node gets unique results but there are cases where you might want to turn this off.
- Added support for non-uniform tiles in the TaleSpire_Object node. This means tiles other than 1x1 and 2x2 can be imported properly. This by itself does not add full support for tiles in other systems, those will be updated later.
Dev by @Baldrax in #17
Full Changelog: v0.16.0-alpha...v0.17.0-alpha
v0.16.0-alpha
What's Changed
- Removed the base terrain and biome networks from the HDA's and implemented a method to load in the network contents when the node is first created. This prevents some issues where if you moved the default nodes they would go back to their original positions and prevents some load errors and/or syncing of assets.
- Created a method of saving the node networks and encrypting them in to a plain text string that can be read in from disk or possibly shared in the future.
- Created new default setup when creating new terrain and biome nodes. Fresh terrain nodes should now be fully functional, you just need to change the networks to customize your biome.
- Fixed a half tile offset issue when your map size had odd numbered values, like 155x155.
- Added a selection menu to the Biome Mask Layer Name on the TaleSpire_Biome node.
- Added a button to display the total asset count of the map and also a check when exporting to warn the user if they exceeded the 1 million asset count limit.
- Implemented a development tools tab to aid in updating assets and testing features. (this is only accessible through a special development environment variable)
- Noted a bug when using the buttons to navigate to other networks within the nodes. If the network pane is full size it throws an exception. The bug is still present, it was flagged to fix later.
Dev by @Baldrax in #16
Full Changelog: v0.15.0-alpha...v0.16.0-alpha
v0.15.0-alpha
What's Changed
- Forced sampling of the heightfield to 1 unit before it is sent to the tiler to prevent the improper placement of tiles
- Added in warning if the biomes are not set up properly
- Cleaned up some issues with the example pine_forest_biome
- Added setup files to make it slightly easier for users to set up the toolset for the first time.
Dev by @Baldrax in #15
Full Changelog: v0.14.0-alpha...v0.15.0-alpha