Edit of asset "Heightmap terrain" Accepted

Old/Current New/Edit
Title Heightmap terrain
Description Heightmap-based terrain for Godot 3.3.
It supports collision, texture painting, colouring, holes, level of detail, and grass.
WARNING: this version is no longer maintained, and might not work out of the box in Godot versions past 3.3, in which case you will have to fix it yourself. The version available for Godot 4 has had more updates.

Fixes in 1.6.1:

- Fixed static typing error in terrain importer dialog (thanks to McSpider)

Changes in 1.6:

- Added island modifier to the terrain generator
- Added option to add the current heightmap to the generated one in the generator
- Added `render_layers` property to expose the same as `VisualInstance.layers`
- Added `anisotropic` parameter to packed texture importers
- Added support for loading terrain maps imported as `Image`, allowing modification in game
- Added basic support for pen pressure (tablets)
- Added random brush rotation
- Added brush multi-shape randomization
- Added brush spacing based on time and distance
- Added support for importing `.xyz` files as heightmap
- Added rotation and centering support
- Increased brush size slider maximum to 500, and allow up to 4000 if typed in (expensive, use at your own risk)
- Ported quad tree code to GDNative for a bit of speedup on Windows and Linux (thanks to tinmanjuggernaut)
- Prefixed ALL internal classes of the plugin to prevent clashes with `class_name` (see issue #313)
- Added workarounds to allow the plugin to initialize even if assets are not imported yet (The UI might still have issues, in this case you need to restart Godot)
- Dropped support for Godot 3.1 and 3.2 due to engine crashes.
- Fixed grass chunks not updating properly when the terrain is moved
- Fixed invalid index error that can happen in some cases in the TextureArray importer mode
- Fixed loading an existing texture array when the current texture set is empty
- Fixed `BaseButton.focus_mode` warning printed when the plugin is enabled
- Fixed some dialogs going outside window if editor font is larger (buttons outside windows did nothing)
- Fixed flatten brush not allowing to set decimal heights
- Fixed wrong shading in `multisplat16` shaders

Previous changelogs: https://github.com/Zylann/godot_heightmap_plugin/blob/master/CHANGELOG.md
Heightmap-based terrain for Godot 3.1 and 3.2.
It supports collision, texture painting, colouring, holes, level of detail, and grass.

Fixes in 1.3.4:

- GDNative acceleration now has a prebuilt binary on Linux
- Fixed collider being offset by half a cell
- Fixed default 1x1 shape data causing an assertion in Bullet since Godot 3.2.3, using 2x2 instead
- Fixed script syntax error to workaround Godot 3.1 limitation
- Fixed cast issue of integer ID from JSON when loading terrain data

Fixes in 1.3.3:

- Fixed error when using an orthogonal camera
- Fixed error when detail layer view distance is set to different values than default
- Fixed detail layers not painting properly when selecting one above 0

Fixes in 1.3.2:

- Fixed error when finishing a paint gesture while not having painted anything
- Fixed small inaccuracy between the heightmap pixels and visual position of vertices (#183)
- Fixed errors when setting `map_scale` to `0.01` and below
- Fixed error when saving a terrain with `map_scale` different than its default value

Fixes in 1.3.1:

- Fixed new terrain maps saving with wrong import settings

Changes in 1.3:

- Added new Array shader allowing up to 256 ground textures, and new docs about this workflow
- Added shaded view to the minimap with a camera icon, quadtree view is optional
- Added simple "low-poly" shader without textures
- Added per-texture color factor and UV scale to the main Classic4 shader (thanks Tinmanjuggernaut)
- Added ability to specify a custom detail mesh, and bundled a few in `models/` folder
- Added an option to choose endianess when importing a raw heightmap
- Added EXR to heightmap import options
- Reworked ground texture selector to display packed and array textures correctly
- The default shader is now CLASSIC4_LITE, the other one needs extra setup
- Fixed rare terrain chunk popping due to vertical size wrongly rounded
- Fixed undo not working correctly with more than one detail layer
- Fixed texture editor allowing to load textures from outside the project (which doesn't work)
- Fixed texture editor not allowing to choose JPG images
- Fixed global translation not being taken into account (local was used as global)
- Fixed Godot crashing or running out of memory after lots of edits

Previous changelogs: https://github.com/Zylann/godot_heightmap_plugin/blob/master/CHANGELOG.md
Category 3D Tools
License MIT
Repository Provider GitHub
Repository Url https://github.com/Zylann/godot_heightmap_plugin
Issues Url https://github.com/Zylann/godot_heightmap_plugin/issues
Godot version Godot 3.3
Version String 1.6.1 1.3.4
Download Commit 85c43173f937b083e216c5f2b911a41cf6aabe02 25f26464f38438d68cdfaaa93ff04e026122ce43
Download Url (Computed) https://github.com/Zylann/godot_heightmap_plugin/archive/85c43173f937b083e216c5f2b911a41cf6aabe02.zip https://github.com/Zylann/godot_heightmap_plugin/archive/25f26464f38438d68cdfaaa93ff04e026122ce43.zip
Icon Url https://raw.githubusercontent.com/Zylann/godot_heightmap_plugin/master/icon.png