Dungeon creator, create-map redesign, and the texture library
Carve dungeons with auto-built walls and ceilings, create maps from a generation preview with autoshader, lighting and water presets, and manage terrain textures in a per-project library with quality tiers.
Dungeon creator#
- Carve and remove tools cut the terrain into corridors and rooms; walls are built automatically as one mitered mesh with flush joints, corner posts and a choice of top styles (flat, rounded, beveled, sloped cap) and a base skirt.
- Ceiling cover with an independent texture, colour and lowerable offset; wall mesh overrides with a visual fit dialog; square or round brush down to one tile; diagonal corners.
- Void tiles export as unwalkable so the server's collision matches what players see.
- A Dungeon lighting theme and a dedicated Dungeon tab in the right panel.
Create map#
- Generation preview, autoshader, lighting and water options on the create screen.
Texture library#
- Per-project storage with folders and an Asset Manager view; Add to Map from the library; per-map texture quality tiers; drag-to-swap texture slots; single-tile texture painting at the 1 m brush size.
- Clean Unused removes textures nothing references; the library self-heals if its index drifts.
- Terrain textures are externalised on save, fixing untextured floors in the client.
More in this area
Editor 1.0.19
The first release since 1.0.18, carrying the 47 commits that landed after it: cloud project sync, viewport-first item authoring, item property toggles, multi-trigger loot tables and schema editors.
Script editor schema tables, model-rendered item icons, and loot-table triggers
The Script Editor gains data and table editors for server schemas and an undocked window; item icons render straight from the item's 3D model; loot tables accept several triggers per item or object drop.
Viewport-first item creation, asset category rail, and tiered terrain textures
The item create page authors equipment placement directly in the viewport with a transform gizmo and snapshots the inventory icon from it; the Assets tab gets an icon category rail; terrain textures ship as 128/256/1024 tier files.
