Skip to content

Releases: BenjaTK/Gaea

v1.3.2

30 Aug 18:37
Compare
Choose a tag to compare

What's Changed

Full Changelog: v1.3.1...v1.3.2

v1.3.1 - Gaea is out in the Asset Library!

29 Aug 15:15
Compare
Choose a tag to compare

Asset Library

Finally, Gaea has been added to the Godot Asset Library! You can download it from your editor (starting from 4.3)
https://godotengine.org/asset-library/asset/3272
image

What's Changed

  • Produce error if GaeaRenderer doesn't have a generator assigned by @adadgio in #163
  • Fix layering in NoiseGenerator by @BenjaTK in #166

New Contributors

Full Changelog: v1.3.0...v1.3.1

v1.3.0 for Godot 4.3

22 Aug 19:01
Compare
Choose a tag to compare

What's Changed

  • Clarify chunk generation tutorial and make world_size hide when infinite by @BenjaTK in #160
  • Update to 4.3 (Support TilemapLayers) by @BenjaTK in #158
  • Change documentation to reflect 4.3 changes by @BenjaTK in #161
  • Add HeightmapGenerator tutorial by @BenjaTK in #162

Full Changelog: v1.2.0...v1.3.0

v1.1.3

15 Aug 21:09
Compare
Choose a tag to compare

What's Changed

  • Fix bug with HeightmapGenerator3D and standardize how air layer works by @BenjaTK in #157

Full Changelog: v1.1.2...v1.1.3

v1.1.2

04 Aug 17:48
Compare
Choose a tag to compare

What's Changed

Full Changelog: v1.1.1...v1.1.2

v1.1.1

04 Aug 17:34
Compare
Choose a tag to compare

What's Changed

  • Fix gaps between terrains in TilemapRenderer by @BenjaTK in #150
  • Fix addon-breaking unnecesary code in modifier.gd by @BenjaTK in #151

Full Changelog: v1.1.0...v1.1.1

v1.1.0

03 Aug 19:04
Compare
Choose a tag to compare

What's Changed

  • Add missing parameters in signal calls by @BenjaTK in #139
  • Add serialization functions by @BenjaTK in #140
  • Fix walker.md Getting Started tutorial link by @BenjaTK in #145
  • Fix ThresholdVisualizer not working with modifiers by @BenjaTK in #146
  • Fix GridmapGaeaRenderer not working with layers by @BenjaTK in #147
  • Clarify filtering in modifiers and add "Only Empty Cells" option by @BenjaTK in #148
  • Add Advanced Modifier by @BenjaTK in #144

Advanced Modifier

You can read more about the Advanced Modifier over at https://benjatk.com/Gaea/#/tutorials/advanced_modifier

Full Changelog: v1.0.2...v1.1.0

v1.0.2

09 Jul 18:53
Compare
Choose a tag to compare

What's Changed

  • ACTUALLY remove gdscript_formatter from zip file. (oops)

v1.0.0

https://github.com/BenjaTK/Gaea/releases/tag/v1.0.0

Full Changelog: v1.0.1...v1.0.2

v1.0.1

09 Jul 18:49
Compare
Choose a tag to compare

What's Changed

  • Remove gdscript_formatter from zip file.
  • Update in-editor tutorials by @BenjaTK in #137

v1.0.0

https://github.com/BenjaTK/Gaea/releases/tag/v1.0.0

Full Changelog: v1.0.0...v1.0.1

v1.0.0

23 Jun 16:36
Compare
Choose a tag to compare

Presenting v1.0.0!

While mostly just a formality, I like to call this version 1.0.0 because I believe Gaea is now truly ready* to be used on projects! It was mostly ready before, but with some new optimizations and QOL features, this is a version of Gaea I'm really proud of. Thanks to all the contributors (13 is insane!) for this.

The main feature of this version is threaded versions of chunk loaders and renderers, fixing stutters and improving performance.

*3D is hugely more optimized than before, though it's not perfect.

What does Gaea feature?

6 generators (5 2D, 1 3D), 11 modifiers, 2 renderers and chunk loading, making a versatile system for procedural generation.

What's Changed

  • Added float cast for percentage-based fullness check by @Ariber-Yadier in #104
  • Enable editor_preview by default by @BenjaTK in #103
  • Adding tutorial for Chunk Generation/Fixing Formatting in Getting Started Tutorial by @reuse898 in #110
  • Add enabled setting to Modifier by @nedmas in #111
  • Fixed an error in chunk aware modifiers where the filter property wasn't being validated by @BenjaTK in #121
  • Remove warning and allow using ChunkLoaders on a finite world by @BenjaTK in #120
  • Check if a grid has a layer before looking it up by @BenjaTK in #119
  • Add threaded chunk loaders and renderers by @cullumi in #116
  • Add a load_closest_chunks_first toggle to ChunkLoaders by @BenjaTK in #122
  • Fixed issue with mismatching tile sizes and added utility functions by @BenjaTK in #123
  • Thread-Safety for NoiseGenerator and Tile/Gridmaps by @cullumi in #127
  • Make NoisePainter and Carver modifiers use min and max thresholds by @BenjaTK in #129
  • Fix modifier.enabled not working in chunks by @BenjaTK in #132
  • Clarified the Multithreading optimization tutorial. by @cullumi in #133
  • Add an optimization tutorial and more improvements to documentation by @BenjaTK in #130
  • Code cleanup (remove unnecesary classes, format using addon and more) by @BenjaTK in #131

New Contributors

Full Changelog: v0.8.2...v1.0.0