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…, Custom) dropdown.
…l was using chunk size for its world size.
…s)make delicious funnel cakes)
Zehir
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I am quite lost with this node now it's not that easy to use. For the curve I would only use a single 1D curve, why do we need 3d curve ? I can't think of what that should look like
| return [&"start", &"end"] | ||
| match get_enum_selection(0): # Faloff Area | ||
| FalloffArea.CUSTOM_AREA: return [&"position", &"size", &"curve", &"restrict_x", &"restrict_y", &"restrict_z", &"start", &"end"] | ||
| _: return [&"curve", &"restrict_x", &"restrict_y", &"restrict_z", &"start", &"end"] |
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I think, for better readability, the added property should be in an if statement instead of having almost the same list twice
| @@ -0,0 +1,25 @@ | |||
| @tool | |||
| class_name GaeaCurveScalar | |||
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I would use the name GaeaCurve1D instead
| class_name GaeaCurveScalar | |
| class_name GaeaCurve1D |
| RANGE = 100, | ||
| MATERIAL = 101, ## A [GaeaMaterial]. | ||
| TEXTURE = 102, ## A [Texture]. | ||
| CURVE = 103, ## A [GaeaCurve] |
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I think it's would be easier to have 3 types, a curve 1D, 2D and 3D like vectors class. I find it confusing because the node may be expecting one of the other and you may now know what type you need.
| return 1.0 | ||
| &"position": return Vector3.ZERO | ||
| &"area": return Vector3.ONE | ||
| &"curve": return null |
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I think we need to provide some kind of default value
| return "FalloffMap" | ||
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| func _get_description() -> String: |
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Can you update the description with the new properties ?
| @@ -8,104 +8,85 @@ | |||
| ## For lower [param end] values, the generated 'square' will be smaller.[br] | |||
| ## Multiplying this with a [GaeaNodeSimplexSmooth]'s generation can create island-looking terrains. | |||
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I think we should split FalloffMap for 2D, I was not able to get the previous beavior of the node. How do I generate this ?
I am often getting a black square, not sure why; (added this node in the walker demo for a 2D env)
Can you add migration for the node and change the UID of the new falloff node ?
Sometime I am getting this error;
ERROR: res://addons/gaea/editor/graph/preview_texture.gd:62 - Invalid assignment of property or key 'visible' with value of type 'bool' on a base object of type 'Nil'.
| func _get_enum_options(idx: int) -> Dictionary: | ||
| match idx: | ||
| 0: return FalloffArea | ||
| 1, _: return FalloffShape |
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| 1, _: return FalloffShape | |
| _: return FalloffShape |
…ff_map.gd Changed "/ 2" to "* 0.5" Co-authored-by: Zehir <zehir@zorim.fr>
…ff_map.gd Removed print used for debugging Co-authored-by: Zehir <zehir@zorim.fr>
Changed "/ 2" to "* 0.5" Co-authored-by: Zehir <zehir@zorim.fr>
Falloff Map Expansion
Aims to close #591 ( plus #604, #603 and #590 by extension )
Improvements
Adds support for the following:
Also adds:
sample(offset)method, it could return its sampled vector'sx,y, orzvalues, or it could return the average of the three.sample_3d(offset)method, it returns a vector with exportedyandzvalues.Also fixes:
Examples
Examples of what is now possible using these upgrades. The "noisy" edges are simply there to give a clearer sense of the ends of the falloff map itself. There is a green circle made with a Distance Filter at the center to show a common reference point.
World Area, Circle, Restrict X

Chunk Area, Circle, Restrict X and Z

Chunk Area, Rounded Square, Restrict Y

Custom Area, Squircle, Position (16, 0, 16), Size (32, 48, 32)
