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feat(editor): Help > Tutorial instead of First steps: seven lessons (looking around, laying track, curves, joining, switches, selecting and fixing, saving and driving), each with a looping clip from lang/editor_tutorial/<lesson>.gif played from the start on a click, the mouse buttons and keys drawn as pictures beside what they do, ticks that fill in when the user does it, a button that turns the right tool on, Back / Next and a dot per lesson that turns green when it is done
2026-10-17 23:30:37 +02:00
feat(editor): Help > Tutorial instead of First steps: seven lessons (looking around, laying track, curves, joining, switches, selecting and fixing, saving and driving), each with a looping clip from lang/editor_tutorial/<lesson>.gif played from the start on a click, the mouse buttons and keys drawn as pictures beside what they do, ticks that fill in when the user does it, a button that turns the right tool on, Back / Next and a dot per lesson that turns green when it is done
2026-10-17 23:30:37 +02:00
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2026-10-18 12:56:25 +02:00
feat(editor): Straight and Curve are one Plan tool (G, also C) right after Lay track, a straight opens with its grips, a curve or a line with its vertices; digits no longer type a length while extending from a free end; the scenery wizard chooses realistic or fictional, a realistic one gets //$g and //$o and opens with the orthophoto in the top view, a fictional one only the top view with the grid; the orthophoto settings are kept in the scenery as //$o (on, year, opacity, radius, height, drape, lift, hires, scene, origin) and survive the new formats; self-test command mapstate
2026-10-12 02:21:29 +02:00
feat(editor): fields of work in a row of their own over the toolbar (surroundings, tracks, roads, terrain), twice as high, with bigger bold text, and the tools of the one chosen in the toolbar under it: the edit modes of the node bank, the track tools in groups with the vehicle and the structure gauge, the road tools with what the place tool puts, the terrain tools (sculpt, smooth, chunks, orthophoto); the tool options window keeps the settings of the tool; the node bank shows a big preview of the entry pointed at for a moment, with its model and skin; the green colours by default again; Polish translation
2026-10-09 00:42:17 +02:00
feat(editor): fields of work in a row of their own over the toolbar (surroundings, tracks, roads, terrain), twice as high, with bigger bold text, and the tools of the one chosen in the toolbar under it: the edit modes of the node bank, the track tools in groups with the vehicle and the structure gauge, the road tools with what the place tool puts, the terrain tools (sculpt, smooth, chunks, orthophoto); the tool options window keeps the settings of the tool; the node bank shows a big preview of the entry pointed at for a moment, with its model and skin; the green colours by default again; Polish translation
2026-10-09 00:42:17 +02:00
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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
2026-10-09 21:02:25 +02:00
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
2026-10-09 21:02:25 +02:00
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