Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog .
[Unreleased][2.1] - 2019-XX-XX [2.1] - 2020-02-02 Added
Add reroute node: conveniently rearranges existing connections between nodes. Add sequence node: performs operations on a connected sequence of nodes (add, multiply etc). acts like a selector node to quickly choose between noise nodes. Add Make Component From Nodes
option to Add Component
menu: replaces existing nodes in-place by moving selected nodes into a new component. Ability to delete all selected nodes at once.
Changed
Disabled graph node headers custom styling to preserve compatibility with Godot 3.1. Right-clicking on the graph will show the Add Component
popup instead of Add Node
.
Add Node
menu redesigned and adapted to match VisualShader
interface (thanks @Chaosus): now its a dialog with a tree instead of a menu (broken down into categories). easy drag-n-drop functionality.
Fixed
Disallow connecting ports of the same node to itself.
[2.0] - 2019-03-13
Added
Introduce VisualAccidentalNoise
editor plugin. Expose and add most visual noise nodes according to AccidentalNoise
class. Add component visual noise nodes to create more complex noise from base ones. Ability to save and load visual noise and components as resource. Expose normalmap and bumpmap noise mapping methods. Add noise formats: heightmap, normalmap, bumpmap, texture. Add methods to map noise to 3D image, including seamless (experimental, internal only). Add methods to generate seamless 2D/3D noise regardless of mapping mode. Add convenience methods to get noise via Vector2
/Vector3
. Define expression as property from which noise can be evaluated if set (unstable). Expose methods for programmable noise via variables. Document more methods and members.
Changed
Rename AnlNoise
class to AccidentalNoise
throughout the module. Make AccidentalNoise
extend a Resource
so that in can be saved on disk. Rewrite methods for retrieving noise and instruction indexes via function
property from which the noise is evaluated. Rewrite noise image mapping and expose mapping mode and ranges as properties.
map_to_image
is used internally, set noise parameters via exposed properties and use get_image
instead. Mapping ranges changed to AABB
instead of Rect2
to include 3D noise mapping. Rewrite ExpressionBuilder
to use snake_case style by default, camelCase can be toggled before build.
Fixed
Slightly optimize noise image mapping performance for RGBA8.
Compare versions
2.0: https://github.com/Xrayez/godot-anl/compare/1.0-stable...2.0-stable
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