-
The terrain tool in the editor (the tools used to set the terrain type such as water, mountain, grass, etc.) tends to create very jagged terrains, and it is tedious and takes a lot of practice to crea…
-
I have some ideas for a new UI for mterrain editor
I have made 2 mockups.
1) New MTools panel:
![image](https://github.com/user-attachments/assets/66b97143-2aa7-4354-8e7c-79534f7a3b58)
Bene…
-
I’m having a problem with the Next Pass in MTerrain. When I create the terrain, both through the editor and via code, the Next Pass is not being applied. I can only see the Next Pass when I manually r…
-
I have noticed some issues with the WorldGenerator. Below are links to two WorldGenerator.eco files to help demonstrate the issues, both identical with specified seeds except for the changes and issue…
-
v0.0.6-HEAD build a19b477
macOS (x86-64)
In the scenario editor during the landscape phase, the map generator's "Random Terrain" is ignored and always taken as true. It seems to still honor the th…
-
**Is your feature request related to a problem? Please describe.**
When creating a new scene the user is given a list of available terrains.
It isn't clear how to add terrains to this list other tha…
-
**Describe the bug**
Hey
We are using Unity 2021.3.9f1. While most of the Grass (stylized grass shader with NR support) rendered via NR as terrain detail is just looking fine, in some random spots…
-
The effect of the toolsize in the editor differs between placing immovables and set terrains:
![toolsize](https://user-images.githubusercontent.com/6730556/113517628-70c1c900-9581-11eb-83c6-5a9183b…
-
**[Original submission](https://gna.org/bugs/index.php?14643)** by anonymous on 2009-10-29
Often when designing a map I need to access information on what specific terrain will have for effect for di…
-
Terrain layer spawner entity which properly renders and collides with other entities in Windows Editor and Game Launcher fails to render and collide when deployed and launched on an Android device.
…