This afternoon we're releasing a new update with several new features including the much requested brush tool for terrain. We'll release individual posts highlight all of the new features over the upcoming month so that you can see them in action and learn how they work.
Here's a list of all of the changes.
New Features:
* Brush Mode: You can now select the brush mode when using the floor tool.
* New Tool: Room Tool that places floors and walls at the same time.
* Circles: You can now select circles as a draw mode when using the floor, wall, or room tools.
* Merge Mode: Placing walls with merge mode on will now add to the existing structure instead of intersecting with it. Helpful if you want to add to a room quickly.
New Fixes:
* Grid Visibility: Grid now sits on top of all layers, so that you can see it even when floors are drawn
* Wall Collisions: We spent a week reworking the wall collision logic to reduce bugs and frequency of broken/inverted textures. It now handles far more cases than before.
* Updated UI: Some of the icons have been updated and tool bars have been shifted/adjusted to account for the new tools/modes
* No Self-Colliding Polygons: Wall tool no longer allows for inverted polygons to be drawn (causing weird texture bugs). Notes: * The brush tool is currently only available for floors, but may be added to both the wall and room tools. Due to the nature of the brush geometry, new bugs have been introduced and it requires more testing.
* Map Loading Bug: A bug where leaving a map and clicking a different map would not load the new map.
Upcoming Features:
* Detail Tool: A brush tool with dedicated textures for adding small details to your maps (e.g. hatching). You'll be able to brush on certain areas to add additional detail/effects to your map.
* Fill Tool: A simple bucket fill tool that will allow you to click existing floors or walls and replace the texture (e.g. convert stone floor to wood with one click). Upcoming Fixes:
* Improving Load Times: This is our #1 priority after this release. There are several methods we plan to implement to reduce the number of requests required to fetch and cache all assets. This should reduce the first load in times significantly (from minutes down to 10-15 seconds)
* Custom Color Textures: The ability to create new textures based on some preexisting texture (e.g. wood floor) and a hex value that you enter. This would allow for any combination of colors within your map building. We're thinking this may be a patron-only feature.
* Uploading your own assets: This will be a patron only feature, as hosting custom assets has a directly associated cost.
If you have any questions, comments, or requests please feel free to leave them below!
JL