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Changelog.txt
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Changelog.txt
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v 0.8.14
--------
- Texture support for geometric materials.
- Many bugfixes in the node based geometric modeling engine.
v 0.8.13
--------
- Moved material editing to its own view.
- New resize / transformation tool to resize the region. Content is moved as necessary.
Origin (0, 0) is always kept in the top left corner.
- Improved the Selection tool. Supports additive and subtractive selections (Shift / Alt).
- Improved the Zoom tool. Now also has a global shortcut: Ctrl/Cmd + '-' / '+'.
- Added accelerators for menu items.
- New modeling view to model walls (and soon) other geometry.
- New Terrain view to paint with materials or height on the terrain heightmap. Previews are 2D only right now.
v 0.8.12
--------
- Moved the scene render settings to nodes.
- Moved the tile effect system to nodes.
- Bugfixes.
v 0.8.11
--------
- Drawing with two materials on the heightmap (including fall-off).
- New heightmap systems as basis for ground materials.
- Moved all tools into a new modular tool system.
- Undo for palette operations.
- Moved node settings into a new node section area.
- New "Hash Weight" Geometry node setting which adjusts hash extrusion strength.
- Bugfix setting tilemap grid size.
- Bugfixes regarding character and item creation.
- Render button which displays tiles left to render.
- Some render optimisations.
v 0.8.10
--------
- Add multi selection as anim or as multi tile in the tile editor.
- Fix for positioning in 3D view when selecting Draw mode.
- Completely new procedural world editing system for geometric shapes and materials.
- Disney BSDF pathtracer for rendering 3D content.
v 0.8.9
-------
- New procedural node system for 3D tile creation.
- Menu system and code insertion is now handled via the code menu.
- Basic 3D editing for changing shapes.
- 3D rendering (first person, top down, isometric, etc.) with character / item billboarding.
- Basic interactions between characters.
- TileFX (tile effects, like lighting, brightness adjustment, etc.) with timeline support.
- Daytime / Nighttime cycle via a timeline.
- CodeGridFX support for drawing (client side).
- Image and font assets which can be used by the client.
- Basic Screens / Widgets support for the Client.
- Basic client class.
- Name of characters / items adjusts to value set in the CodeGridFX init function.
- Regions / Tilemaps / Modules can new be renamed via the context menu / dialog window.
- CodeGridFX: Replace LocalGet/Set and ObjectGet/Set just with Get/Set which takes a path.
- General support for Items in the UI and server. However still needs CodeGridFX support.
- Ability to create areas via context menu. And manage them in the region content list.
- UI: Add context menus and dialog window capabilities.
- Improvements to the code editor and the new Modules section which is a collection of codes. Now
RandWalk is implemented in the Movement module for the starter project (and not hardcoded in the host).
The goal is to make Eldiron a true Sandbox where everything is possible.
v 0.8.8
-------
- Lots of smaller fixes for tilemap editing and drawing.
- A first player character has been added which can be moved with the keyboard keys.
- The CodeGridFX visual language has been improved to handle multiple comparisons and various
other features. Therefore the StarterProject from the previous release does not work anymore.
v 0.8.7
-------
- Adjusted to the new external functions API of TheFramework.
- Fixed mouse wheel based scrolling under Windows and Linux.
- Fixed the filerequester under Linux to accept PNG images (Add Tilemap).
v 0.8.6
-------
First release with the new codebase.