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7d0f76aaa9
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Make the material shaders physically based
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2026-10-20 18:39:31 +02:00 |
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f3bdadad66
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feat(terrain): holes cut in the heightmap terrain and shader grass painted over it
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2026-10-20 01:32:01 +02:00 |
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7b9eaf1ccb
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Editor terrain: area fill with blurred or sharp edge, texture rotation
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2026-10-10 17:35:52 +02:00 |
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35bda3778c
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Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
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2026-10-09 21:02:25 +02:00 |
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