Hey all. Lots of changes in this update, but first off I chucked this web site together. It has been hard to keep track of a ton of people messaging me to report bugs, request features or just asking for general help so I chucked this site together to help consolidate all of that. From now on if you encounter a bug, or want to request something please use the appropriate forum to make it easier to keep track of
Terrain Painter
I fixed the issue with the paint tool, you can now paint all layers without issue. I am also overlaying alpha/biome and topology layers as a transparent mesh over the basic ground textures so you can see what you are doing.
An opacity slider was added to texture and biome tools as they have the ability to be blended in with other variants from their respective categories.
While I was messing around with the paint tools I made a mixer for terrain textures. Basically you can toggle which textures you want to paint, and use the slider to set the density of that type. This allows you to paint customised mixed textures, to access the mixer select the "Custom" splat type.
I also added a toggle to turn off the water plane while you are painting to make it easier to work underwater, and a button in the topology painter to clear that layer over the entire map.
Terrain Tools
Not a lot was done to the terrain tools this week, I did add a toggle to adjust the height of prefabs that are within the brush radius when raising terrain. This is just a first pass on this feature, down the road I will add support to adjust prefab heights for all the tools and keep it relative to their original position on the terrain. I also changed the flatten tool to only modify terrain when the mouse button is held and the mouse is being moved. This allows for more accurate terrain manipulation
Undo/Redo System
I implemented a undo/redo system to this version, it stores actions for every tool so if you make a mistake you can easily rectify it. The amount of undo steps is limited to 20 at this stage so don't assume you can undo things forever
Preferences
I added a preferences menu to this version, it only has a few options at this stage but can be expanded upon at any time. Currently you can adjust your view distance, camera FOV and toggle the compass on/off. These settings are saved so they won't reset when you exit the application. You can access the preferences menu in game by going to Edit/Preferences
Water
So I have removed the water terrain from the editor and am now using a mesh plane. I don't this for a few reasons, mainly because I didn't like the way you had to manipulate the terrain to make rivers. This means that you still can't create rivers/lakes in the editor, however I am working on a specialised tool to do it which will hopefully be ready in the next release. This tool will also be the base for the Road/Path tool that will probably come at the same time. On a side not the water looks nice
Prefab Textures
So I replaced pretty much all of the shaders Rust uses to have nice looking textures for everything. This is a far better approach then what was giving to us in the world SDK as textures aren't stretched out and they don't have black spots on them. However I have no yet replaced the shader for foliage so shrubs and overgrowth still appear white.
There were quite a few other additions and behind the scenes changes, most of which you can see in the change log below
You can download this version from the Resource section -> https://www.rustedit.io/resources/rustedit-1-0-2.2/
- Change Log -
Fixed prefab list duplication when opening other maps
Fixed selecting objects transform when terrain/paint tool is active
Fixed incorrect topology splat maps
Fixed topology not saving correctly
Fixed paint/terrain tool projector clipping on terrain
Added a undo(ctrl+z)/redo(ctrl+y) system that applies to all tools (Terrain/Paint/Transform)
Added ability to auto-adjust prefab height when adding height to terrain (first pass)
Added brush opacity setting to terrain painter for splat and biome painting
Added custom splat blend panel to paint multiple textures at once using weights
Added toggle to paint tool bar to hide water
Added a "Clear" button to topology painter to wipe the entire map for the selected topology type
Added popup notification system for various actions
Added preferences panel (accessible via the 'Edit' menu ingame) to adjust various options
Added input field to all tool sliders for ease of setting numbers
Added a simple UI compass, which can be toggled in the preferences menu
Terrain Painter and Terrain Tool (flatten mode only) actions are now ignored when holding down the mouse button but not moving the mouse
Clicking on a active tool panel button will now close it
Selecting a tool will deselect a selected object and close the transform panel
Replaced most Rust shaders to see prefab textures properly
Fixed particle effect shaders
Terrain Painter
I fixed the issue with the paint tool, you can now paint all layers without issue. I am also overlaying alpha/biome and topology layers as a transparent mesh over the basic ground textures so you can see what you are doing.
An opacity slider was added to texture and biome tools as they have the ability to be blended in with other variants from their respective categories.
While I was messing around with the paint tools I made a mixer for terrain textures. Basically you can toggle which textures you want to paint, and use the slider to set the density of that type. This allows you to paint customised mixed textures, to access the mixer select the "Custom" splat type.
I also added a toggle to turn off the water plane while you are painting to make it easier to work underwater, and a button in the topology painter to clear that layer over the entire map.
Terrain Tools
Not a lot was done to the terrain tools this week, I did add a toggle to adjust the height of prefabs that are within the brush radius when raising terrain. This is just a first pass on this feature, down the road I will add support to adjust prefab heights for all the tools and keep it relative to their original position on the terrain. I also changed the flatten tool to only modify terrain when the mouse button is held and the mouse is being moved. This allows for more accurate terrain manipulation
Undo/Redo System
I implemented a undo/redo system to this version, it stores actions for every tool so if you make a mistake you can easily rectify it. The amount of undo steps is limited to 20 at this stage so don't assume you can undo things forever
Preferences
I added a preferences menu to this version, it only has a few options at this stage but can be expanded upon at any time. Currently you can adjust your view distance, camera FOV and toggle the compass on/off. These settings are saved so they won't reset when you exit the application. You can access the preferences menu in game by going to Edit/Preferences
Water
So I have removed the water terrain from the editor and am now using a mesh plane. I don't this for a few reasons, mainly because I didn't like the way you had to manipulate the terrain to make rivers. This means that you still can't create rivers/lakes in the editor, however I am working on a specialised tool to do it which will hopefully be ready in the next release. This tool will also be the base for the Road/Path tool that will probably come at the same time. On a side not the water looks nice
Prefab Textures
So I replaced pretty much all of the shaders Rust uses to have nice looking textures for everything. This is a far better approach then what was giving to us in the world SDK as textures aren't stretched out and they don't have black spots on them. However I have no yet replaced the shader for foliage so shrubs and overgrowth still appear white.
There were quite a few other additions and behind the scenes changes, most of which you can see in the change log below
You can download this version from the Resource section -> https://www.rustedit.io/resources/rustedit-1-0-2.2/
- Change Log -
Fixed prefab list duplication when opening other maps
Fixed selecting objects transform when terrain/paint tool is active
Fixed incorrect topology splat maps
Fixed topology not saving correctly
Fixed paint/terrain tool projector clipping on terrain
Added a undo(ctrl+z)/redo(ctrl+y) system that applies to all tools (Terrain/Paint/Transform)
Added ability to auto-adjust prefab height when adding height to terrain (first pass)
Added brush opacity setting to terrain painter for splat and biome painting
Added custom splat blend panel to paint multiple textures at once using weights
Added toggle to paint tool bar to hide water
Added a "Clear" button to topology painter to wipe the entire map for the selected topology type
Added popup notification system for various actions
Added preferences panel (accessible via the 'Edit' menu ingame) to adjust various options
Added input field to all tool sliders for ease of setting numbers
Added a simple UI compass, which can be toggled in the preferences menu
Terrain Painter and Terrain Tool (flatten mode only) actions are now ignored when holding down the mouse button but not moving the mouse
Clicking on a active tool panel button will now close it
Selecting a tool will deselect a selected object and close the transform panel
Replaced most Rust shaders to see prefab textures properly
Fixed particle effect shaders
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