Skip to main content

Errant Landscape 1.3

ยท 3 min read

In this update, we've focused on enhancing performance and fixing critical issues.

New Featuresโ€‹

Improvementsโ€‹

  • Improved performance(up to 10x) by more aggressively reusing textures in the Stamp Brush.
  • Added texture pool owners names, ensuring errant landscape resources are properly tagged in the resource view.
  • Added SetSplineParamsOnStampBrushComponent to the Blueprint API, allowing easier creation of spline-based brushes.
  • Updated editor settings to allow users to disable the selection limit, enabling selection of all actors in errant landscape mode.
  • Modified the UI to display TexturesMipLevelsResidentTime in seconds, clarifying unit confusion.
  • Enhanced the UI to display the asset name in the header/title of the map item in the brush component.
  • Added notification when forcing an update if updates are disabled.
  • Added an option in Noise to disable location-based noise seed, preventing noise changes when moving the brush.
  • Improved performance in SplineStaticMesh by performing mesh updates only once per frame.
  • Restricted biome generation in the UI if biomes are not ready.
  • Prevented brush visualization from showing in the game view.
  • Introduced a warning in the UI for the use of weight-blended maps on multiple layers.
  • Added a warning in the UI for rotated landscapes.
  • Implemented a notification in the UI when creating a new brush.

Bug Fixesโ€‹

  • Fixed an issue where the brushes were failing to render if the last layer was hidden.
  • Partially fixed the issue of brushes dirtying landscape proxies on level load
  • "Create Asset" button now shows when selecting mask assets.
  • Corrected the brush hardness preview when mask painting.
  • Resolved an issue in mask selection list where changing the visibility of a selected item was not possible.
  • Corrected an invalid width length in SplineStaticMeshComponent.
  • Fixed an issue in Masking where the post-process RT was not clearing properly after a user-requested clear.
  • Fixed an issue in Viz Weightmaps where nothing was showing up in the weightmap list.
  • Addressed an issue in Masking with the invalid format for MaskSerializationTexture, causing incorrect saving.
  • Resolved an error spam issue when renaming biome masks that are currently being previewed.
  • Fixed a crash when settings too big Mask Render Target Size.
  • Ensured the Priority UI rebuilds the list when opened, leading to fewer issues with the list not being populated.
  • Fixed visibility mask rendering issues.
  • Addressed crashes in commandlets on worlds with Errant Landscape brushes.
  • Fixed incorrect normals for spline mesh
  • Fixed a warning in Utils SplineStaticMesh for uninitialized physics.
  • Resolved compilation issues when placing the plugin in the engine directory.
  • Addressed an issue where brush PostRender was being called even if nothing changed.
  • Resolved an issue in biome masks with invalid updates when using mask names and assets simultaneously.