2025-11-22T14:27:12Z - 2025-12-22T14:27:12Z
Overview
27 issues closed from 1 user
Closed
#38 Ctrl+N creates a new default file
Closed
#39 Buttons
Closed
#37 Name column on tree is awkwardly cut off
Closed
#35 Redo rename layer doesn't update tree UI
Closed
#31 Name in inspector does not update when modified in tree
Closed
#36 Position in inspector isn't loaded when the inspector is initialized
Closed
#5 Terrain primitive removing
Closed
#20 Edit values directly from UI
Closed
#34 Runtime created noise primitives don't have a noise texture
Closed
#32 Edit history poluted when the inspector is open
Closed
#29 Adjusting slope using handles records incorrect before value to EditHistory
Closed
#30 Layer names show in inspector
Closed
#27 Selection tracking
Closed
#2 Live previews
Closed
#24 Peaks of high mountains are always max LOD
Closed
#25 Gaps between chunks of different lod level
Closed
#15 Terrain chunks are used even when out of date
Closed
#18 Lazy-load Chunk LODs on-demand
Closed
#22 Noise primitive cannot be layer 0
Closed
#23 Modifying layer name uses wrong column for result
Closed
#19 Crash when clicking out of a layer tree field without editing it
Closed
#21 All layers are moved to 0 no matter what you enter
Closed
#6 Terrain primitive rearranging
Closed
#4 Adding layers from the UI
Closed
#17 Modifying primitives with the UI doesn't get recorded in file history
Closed
#3 Layer display in editor UI
Closed
#1 Base terrain mesh generation technical design
13 issues created by 1 user
Opened
#7 Click-to-create tool for primitives
Opened
#8 Path tool
Opened
#9 Prop tool
Opened
#10 Expression point primitive slopes
Opened
#11 Masks
Opened
#12 Primitive Composites
Opened
#13 Second worker thread for lods
Opened
#14 Closed spline masks
Opened
#16 Spikes at x==y points in the grid
Opened
#26 Separate shadow mesh
Opened
#28 Consider doing the arraymesh generation on a different thread
Opened
#33 Every primitive has an expression
Opened
#40 select new primitive on creation