diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml index 1fd23979c..7459cafcf 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.yml +++ b/.github/ISSUE_TEMPLATE/bug_report.yml @@ -12,16 +12,7 @@ body: label: Terrain3D version description: > Enter either the name of a release, or the commit string if using a development build. - placeholder: v0.8.3-alpha_gd4.1.1 - validations: - required: true - -- type: input - attributes: - label: Godot version - description: > - Inside Godot, click the version on the bottom bar to copy it. - placeholder: v4.1.2.stable.official [399c9dc39] + placeholder: v0.9.0 validations: required: true @@ -29,9 +20,9 @@ body: attributes: label: System information description: | - - Specify the OS version, GPU and rendering backend (Vulkan Forward+, Mobile, Compatibility/WebGL). + - Specify the version of Godot and your OS, GPU and rendering backend (Vulkan Forward+, Mobile, Compatibility/WebGL). - Starting with Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window. - placeholder: Windows 10/64 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) + placeholder: Godot v4.1.3.stable - Windows 10/64 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.4633) validations: required: true diff --git a/.github/ISSUE_TEMPLATE/feature_request.yml b/.github/ISSUE_TEMPLATE/feature_request.yml index 7811e8dbf..dfd27ec89 100644 --- a/.github/ISSUE_TEMPLATE/feature_request.yml +++ b/.github/ISSUE_TEMPLATE/feature_request.yml @@ -15,17 +15,3 @@ body: Include examples of other terrain systems, GDC talks, white papers, and links to blogs or code that will be good reference info. validations: required: true - -- type: dropdown - id: volunteering - attributes: - label: Are you willing to help create this feature? - description: | - If so, this issue and our conversations on discord will help ensure your efforts are aligned with other plans. - If not, the feature will be considered, but no promises. - options: - - '' - - 'Yes' - - 'No' - validations: - required: true diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 4b7cde14c..1e52cbf80 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -2,7 +2,7 @@ We need your help to make this the best terrain plugin for Godot. -Please see [System Architecture](https://terrain3d.readthedocs.io/en/latest/docs/system_architecture.html) to gain an understanding of how the system works. Then review the [roadmap](https://github.com/users/TokisanGames/projects/3) for priority of issues. +Please see [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html) to gain an understanding of how the system works. Then review the [roadmap](https://github.com/users/TokisanGames/projects/3) for priority of issues. If you wish to take on a major component, it's best to join our [discord server](https://tokisan.com/discord) and discuss your plans with Cory to make sure your efforts are aligned with other plans. @@ -14,7 +14,7 @@ If you wish to take on a major component, it's best to join our [discord server] ## Setup Your System -Make sure you are setup to [build the plugin from source](https://terrain3d.readthedocs.io/en/latest/docs/building_from_source.html). +Make sure you are setup to [build the plugin from source](https://terrain3d.readthedocs.io/en/stable/docs/building_from_source.html). ### Install clang-format @@ -60,7 +60,7 @@ In addition: ### C++ -In general, follow the [Godot C++ style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html). +In general, follow the [Godot C++ style guidelines](https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html). In addition: Floats: diff --git a/README.md b/README.md index 6172ac7d9..a6c6705e1 100644 --- a/README.md +++ b/README.md @@ -6,20 +6,20 @@ A high performance, editable terrain system for Godot 4. ## Features * Written in C++ as a GDExtension plugin, which works with official engine builds * Can be accessed by GDScript, C#, and any language Godot supports -* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/latest/docs/system_architecture.html) +* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html) * Up to 16k x 16k in 1k regions (imagine multiple islands without paying for 16k^2 vram) * Up to 10 Levels of Detail (LODs) * Up to 32 texture sets using albedo, normal, roughness, height * Sculpting, holes, texture painting, texture detiling, painting colors and wetness -* Supports importing heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/latest/docs/import_export.html) +* Supports importing heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/stable/docs/import_export.html) -See [Project Status](https://terrain3d.readthedocs.io/en/latest/docs/project_status.html) for details. +See [Project Status](https://terrain3d.readthedocs.io/en/stable/docs/project_status.html) for details. ## Getting Started -Read through our [documentation](https://terrain3d.readthedocs.io/en/latest/index.html), starting with [Installation](https://terrain3d.readthedocs.io/en/latest/docs/installation.html). +Read through our [documentation](https://terrain3d.readthedocs.io/en/stable/index.html), starting with [Installation](https://terrain3d.readthedocs.io/en/stable/docs/installation.html). -For support, read [Getting Help](https://terrain3d.readthedocs.io/en/latest/docs/getting_help.html) or join our [Discord server](https://tokisan.com/discord). +For support, read [Getting Help](https://terrain3d.readthedocs.io/en/stable/docs/getting_help.html) or join our [Discord server](https://tokisan.com/discord). ## Credit Developed for the Godot community by: diff --git a/doc/docs/import_export.md b/doc/docs/import_export.md index 0727f431d..38dca3f47 100644 --- a/doc/docs/import_export.md +++ b/doc/docs/import_export.md @@ -59,7 +59,7 @@ We can import any supported image format Godot can read. These include: * Control maps use a proprietary format. We only import our own format. Use `exr` to import an image you have previously exported from this tool. ### Color map -* Any regular color format is fine, `png` is recommended. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/latest/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness. +* Any regular color format is fine, `png` is recommended. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/stable/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness. ## Exporting Data @@ -108,7 +108,7 @@ We can export any supported image format Godot can write. These include: * Control maps use a proprietary format. We only import our own. Use `exr`. It won't give you a valid image editable in other tools. This is only for transferring the image to another Terrain3D Storage file. See [Controlmap Format](controlmap_format.md). ### Color map -* Use `png` or `webp`, as they are lossless rgba formats that external tools can edit. Use `res` for Godot only use. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/latest/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness. +* Use `png` or `webp`, as they are lossless rgba formats that external tools can edit. Use `res` for Godot only use. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/stable/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness. **Exported Image Dimensions** diff --git a/doc/docs/shader_design.md b/doc/docs/shader_design.md index 818345bee..88fbc381e 100644 --- a/doc/docs/shader_design.md +++ b/doc/docs/shader_design.md @@ -1,8 +1,6 @@ Shader Design ============== -Before reading about the shader, please understand how the [terrain system architecture](system_architecture.md) for the whole plugin. - Our shader combines a lot of ideas and code from [cdxntchou's IndexMapTerrain](https://github.com/cdxntchou/IndexMapTerrain) for Unity, [Zylann's HTerrain](https://github.com/Zylann/godot_heightmap_plugin/) for Godot, the Witcher 3 talk linked in the System Design page, and our own thoughts and optimizations. ## Uniforms