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Terrain Chunking / Terrain Neighbors #194
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JamesTKhan
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Setup neighbor terrains for generated terrain chunks
# Conflicts: # commons/src/main/com/mbrlabs/mundus/commons/assets/TerrainAsset.java # commons/src/main/com/mbrlabs/mundus/commons/scene3d/components/TerrainComponent.java
…nks_meshoptimizer
* Add multiple terrain checkbox and disable gridX and gridZ fields * Show/Hide grid fields * Can generate non-multiple terrain with new terrain dialog * Extract check assets logic into methods * Fix terrain name at single terrain generation * Add splatmap resolution dropdown into procedural tab * Add splatmap resolution dropdown into heightmap tab * Remove old terrain dialog * Add multiple terrain tooltip
…nks_meshoptimizer
Terrain Chunks LoD via MeshOptimizer
# Conflicts: # editor/CHANGES # editor/src/main/com/mbrlabs/mundus/editor/core/helperlines/HelperLines.kt
Mouse position fix on terrain_chunks branch
# Conflicts: # editor/CHANGES # editor/src/main/com/mbrlabs/mundus/editor/ui/modules/dialogs/AddTerrainDialog.kt # editor/src/main/com/mbrlabs/mundus/editor/ui/modules/outline/OutlineRightClickMenu.kt
…terrain-layer-edit-widget Hide Edit button on terrain layer asset edit widget
# Conflicts: # editor/CHANGES
…ith_disabled_lod Doesn't generate LoD if it's checkbox is not enabled
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This will be a longer running PR. Creating draft PR so we can track progress easier.
Changes:
New Terrain Chunk generation dialogue
Better terrain noise generation using FastNoiseLite
Terrain Brushes will now work over multiple terrains
Altering a terrain will also update its neighbor if the alteration crosses over a border
Fix Terrain Seams option, a routine that can fix seams between neighbors if they become broken
Terrain Mesh Generation code decoupled from Terrain class, new PlaneMesh class.
Left To do: