#8: MapMagic 2
Status: To-do
Created by akaWraith Sep 30, 2019
Write Maps generator to store the generated map somewhere. To get biome or terrain texture. #711Selector node values are not exposed #714- Make Transition convertible to Matrix4x4 #81
- Rename Transition to Transpose #85
- Serialization: alternative names #79
- Node performance tester #71
- Re-make DragDrop to use IsDragging instead of CheckDrag #9
- Remove Y axis for moving lock #10
- Replace DictionaryBidirectional<Cell,Generator> genCellLut and others with objCellLut #12
Keep link to current editor to avoid calling FocusedWindow.Repaint #13- Think of using non-shared per-heightout Height value, and limit maximum height in MM settings #14
- Think of moving Interpolation and Split Frame to MM properties #15
- Make World Height Units in nodes (gui-only) #16
- Make universal editor "Refresh" (instead of clear+startGenerate)? #18
- Dragging link should be disabled on pressing ESC #30
- Create Group via Group -> Create #19
- MoveOver - similar to CleanUp, but do not delete object, moves it instead #69
Replace spline Node.SomeFn(node, node) with Segment.SomeFn(Vector3, Vector3, Vector3, Vector3) #80- Generator namings #90
- Tidy up MapMagicObject events - switch some to graph, some to tile #114
- Coord.V3 and others to explicit convertion (Vector3)coord #166
- Make MicroSplat, MegaSplat, etc in Create output list, but disable them #216
- Custom map outputs icons #221
- Explicit coord convertions (instead coord.vector3) #223
- Normalize layers names #232
- Normalize mask? #233
- Replace Gen.Guid with uint Id #271
- Generator Info #272
- Move all graph editor actions to GraphEditorActions (including undo and getMM) #301
Remove generators on pressing del #302Add menu on pressing space #303- Add tag to nodes to quickly find them with scripts #315
- Replace V2() and V3() with explicit cast #317
- Use all assemblies to load generators types #319
- Terrain height should be in area. It's convenient #377
Derive StandardGenerator from IInlet tha same as from IOutlet #136Replace IOutlet<> with contravariance (IOutlet<object>) in net 4 ? #127Global Values (in MM object) #132- Make Apply button in settings window (otherwise can fail to disable/enable something) #243
- Preview window uses GenGuid that intended to be expose-feature only #270
- Determine biome by position #383
- Make VSPro object per-tile #386
- Export RAW from preview window #348
- New Matrix tests based on UniversalTester #396
Get rid of Generator's IInvLayered #410- Do not remove Globals fields if graph not assigned, but disable them #415
Add Island in a minute to free version #428- Floor child objects when applying a prefab #430
- Portals node size should depend on label width (re-scale for long portal names) #433
- OnAllComplete event should be called from MM obj Update #327
- Rename matrix multiply/overlay/mask etc to MultiplyPixels or MultiplyArr, and add fns that will multiply intersecting matrices according rect #461
- Multi-resolution matrices #464
- Some more ideas #469
- Changeable node width #470
Save terrain tile as an asset #497- Split Draw.Field to Draw.Float, Draw.Int, etc #506
- Remove new Vector2 from Cell initialization #511
"Apply" button on MapMagic->Settings window #533- User-friendly event system #545
Nodes copy and paste #597- Switch between shift-selecting and selecting #636
Ideas: add blur effect each erosion iteration #694New clearing system on output removal (independent from output type) #717- Brush should call some event to update MicroSplat #709
- Way to increase grass density #712
- Brush in playmode #720
Number of objects per interation variable #723Use a mask while spawning objects #724- Custom Output reorganize: make per-layer control texture names, normalize checkbox #735
- Clusters #745
- Progress shows value >1 #736