github TheDuckCow/godot-road-generator 0.4.0
0.4.0 | Interactive tools and node restructure

7 months ago

This update represents a lot of new work and structure necessary to support having custom prefab/hand modeled scenes, as well as be a stepping stone to procedural intersections.

NOTE: This is not a backwards compatible update. Nodes have been renamed, and therefore you will need to fix references. View the project migration guide here or watch this video guide

Improvements

  • Renaming of nodes for consistency and visibility, and new folder structure. Now all primary nodes by this plugin have the prefix "Road" for discoverability. More context here #74
    • Moved the RoadPoint into the nodes/road_point.gd location
    • Renamed RoadNework to be RoadContainer (nodes/road_container.gd)
    • Renamed LaneSegment to be RoadLane (done in a prior release actually)
    • RoadLanes are name direct children of RoadPoints, instead of children of RoadSegments. Eventually, we will have the option to visibly expose them in the editor in a default locked mode.
  • Long awaited introduction to "tool modes" and being able to point and click to add new roads quickly. #64
    • There is now a Select, Add, and Delete (dissolve) mode in the 3D toolbar when any road node is selected
  • Created interactive tools to connect/disconnect RoadPoints in the 3D view #117
    • This is available when the Add mode is on in the 3D view
  • Established the concept of connections between different RoadContainers
    • Previously, nothing stopped someone from connecting two point belonging to different controllers (ie what used to be called RoadNetworks and are now called RoadContainers). This is now strictly enforced through the tool modes.
    • In order to connect two RoadContainers together, one or both of which might be saved subscenes, you must use the Add mode's built in connection tooling. See demo here.
    • This includes tools to connect and perform validations of connections between different RoadContainers. There are some nuances and making changes in one Container and result in validation warnings in the other, but these are mostly auto resolved by pressing the Refresh Roads button.
  • Wiki updates: The wiki pages have all been updated to reflect the new structures, including a better sidebar for navigation between pages: https://github.com/TheDuckCow/godot-road-generator/wiki

Fixes

  • You can now arbitrarily rotate RoadContainers (previously RoadNetwork) without artifacts. Previously you would get weird bends and geometry warpping. #73
  • Disabled LFS so that downloads from the github branches page contain all files necessary #138
  • Toggling visibility on RoadLanes in the editor/game performs much faster, as it won't rebuild all segments.

Generated Changelogs

Full Changelog: 0.3.4...0.4.0

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