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Update version to 1.0.0-dev, Update docs
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TokisanGames committed Oct 25, 2024
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10 changes: 10 additions & 0 deletions CONTRIBUTING.md
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Expand Up @@ -43,6 +43,16 @@ We use Godot's clang-format hooks that will format your code upon making a commi

We use the standard [Godot PR workflow](https://docs.godotengine.org/en/stable/contributing/workflow/pr_workflow.html). Please submit PRs according to the same process Godot uses.

This includes:
* Creating a new branch (not main) before submitting the PR.
* Never using git merge, or the `sync` button. Only fetch, push, pull.
* To update your PR to the latest main, rebase it then force push into your branch.
* `git pull --rebase upstream main`
* `git push -f`

Read the guide above for more details.


## Code Style

### GDScript
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2 changes: 1 addition & 1 deletion Terrain3D.vcxproj.filters
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Expand Up @@ -301,7 +301,7 @@
<Filter>4. Shaders</Filter>
</Text>
<Text Include="doc\_new_release_process.txt">
<Filter>2. Docs</Filter>
<Filter>1. Project Files</Filter>
</Text>
</ItemGroup>
<ItemGroup>
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6 changes: 3 additions & 3 deletions doc/_new_release_process.txt
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@@ -1,9 +1,9 @@
Setting up a new release in Terrain3D
------------------------------------------

If Storage has changed format:
* Set src/terrain_3d_storage.h : CURRENT_VERSION
* Update docs/storage_format.md
If Data has changed format:
* Set src/terrain_3d_data.h : CURRENT_VERSION
* Update docs/data_format.md

Upgrade to new release version:
* Set src/terrain_3d.h : _version
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12 changes: 7 additions & 5 deletions doc/api/class_terrain3d.rst
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Expand Up @@ -80,7 +80,7 @@ Properties
+------------------------------------------------------------------------+------------------------------------------------------------------------+-----------------+
| :ref:`Terrain3DTextureList<class_Terrain3DTextureList>` | :ref:`texture_list<class_Terrain3D_property_texture_list>` | |
+------------------------------------------------------------------------+------------------------------------------------------------------------+-----------------+
| :ref:`String<class_String>` | :ref:`version<class_Terrain3D_property_version>` | ``"0.9.3-dev"`` |
| :ref:`String<class_String>` | :ref:`version<class_Terrain3D_property_version>` | ``"1.0.0-dev"`` |
+------------------------------------------------------------------------+------------------------------------------------------------------------+-----------------+
| :ref:`float<class_float>` | :ref:`vertex_spacing<class_Terrain3D_property_vertex_spacing>` | ``1.0`` |
+------------------------------------------------------------------------+------------------------------------------------------------------------+-----------------+
Expand Down Expand Up @@ -588,7 +588,7 @@ See :ref:`get_intersection<class_Terrain3D_method_get_intersection>`.
- |void| **change_region_size**\ (\ value\: :ref:`RegionSize<enum_Terrain3D_RegionSize>`\ )
- :ref:`RegionSize<enum_Terrain3D_RegionSize>` **get_region_size**\ (\ )

The number of vertices in each region, and the number of pixels for each map in Terrain3DRegion. 1 pixel corresponds to 1 vertex. :ref:`vertex_spacing<class_Terrain3D_property_vertex_spacing>` scales regions, but does not change the number of vertices or pixels.
The number of vertices in each region, and the number of pixels for each map in :ref:`Terrain3DRegion<class_Terrain3DRegion>`. 1 pixel always corresponds to 1 vertex. :ref:`vertex_spacing<class_Terrain3D_property_vertex_spacing>` laterally scales regions, but does not change the number of vertices or pixels in each.

.. rst-class:: classref-item-separator

Expand Down Expand Up @@ -622,7 +622,9 @@ The render layers the terrain is drawn on. This sets ``VisualInstance3D.layers``
- |void| **set_save_16_bit**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_save_16_bit**\ (\ )

Heightmaps are always loaded and edited in 32-bit. This option saves heightmaps as 16-bit half precision to reduce file size. This process is lossy, but does not change what is currently in memory.
If enabled, heightmaps are saved as 16-bit half-precision to reduce file size. Files are always loaded in 32-bit for editing. Upon save, a copy of the heightmap is converted to 16-bit for writing. It does not change what is currently in memory.

This process is lossy. 16-bit precision gets increasingly worse with every power of 2. At a height of 256m, the precision interval is .25m. At 512m it is .5m. At 1024m it is 1m. Saving a height of 1024.4m will be rounded down to 1024m.

.. rst-class:: classref-item-separator

Expand Down Expand Up @@ -683,7 +685,7 @@ Deprecated. See :ref:`assets<class_Terrain3D_property_assets>`.

.. rst-class:: classref-property

:ref:`String<class_String>` **version** = ``"0.9.3-dev"`` :ref:`🔗<class_Terrain3D_property_version>`
:ref:`String<class_String>` **version** = ``"1.0.0-dev"`` :ref:`🔗<class_Terrain3D_property_version>`

.. rst-class:: classref-property-setget

Expand All @@ -706,7 +708,7 @@ The current version of Terrain3D.
- |void| **set_vertex_spacing**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_vertex_spacing**\ (\ )

The distance between vertices. Godot units are typically considered to be meters. This scales the terrain on X and Z axes.
The distance between vertices. Godot units are typically considered to be meters. This laterally scales the terrain on X and Z axes.

This variable changes the global position of landscape features. A mountain peak might be at (512, 512), but with a vertex spacing of 2.0 it is now located at (1024, 1024).

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2 changes: 2 additions & 0 deletions doc/api/class_terrain3dassets.rst
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Expand Up @@ -334,6 +334,8 @@ Returns the array of all uv scale values used in the texture assets, indexed by

Saves this texture list resource to disk, if saved as an external ``.tres`` or ``.res`` resource file.

path - specifies a directory and file name to use from now on.

.. rst-class:: classref-item-separator

----
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4 changes: 2 additions & 2 deletions doc/api/class_terrain3ddata.rst
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Expand Up @@ -246,7 +246,7 @@ Emitted when the region map or any map array has been regenerated.

**maps_edited**\ (\ edited_area\: :ref:`AABB<class_AABB>`\ ) :ref:`🔗<class_Terrain3DData_signal_maps_edited>`

This signal is emitted whenever the editor is used to:
This signal is emitted whenever the editor (:ref:`Terrain3DEditor<class_Terrain3DEditor>`) is used to:

- add or remove a region

Expand Down Expand Up @@ -491,7 +491,7 @@ R16 or exr are recommended for roundtrip external editing.

R16 can be edited by Krita, however you must know the dimensions and min/max before reimporting. This information is printed to the console.

Res/tres allow storage in any of Godot's native Image formats.
Res/tres stores in Godot's native data format.

.. rst-class:: classref-item-separator

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