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Terrain & Vegetation

在文檔中 Lumberyard Release Notes (頁 160-177)

Terrain & Vegetation

We’ve made quite a few improvements to how Lumberyard handles terrain and vegetation in 1.26.

Legacy Terrain. The LegacyTerrain runtime code has now been moved completely into the

LegacyTerrain Gem, and the deprecated APIs have been removed. For teams that don’t use the legacy terrain system, compiling it out is now as easy as excluding the Gem from the project.

Dynamic Slice support in Dynamic Vegetation. In Lumberyard 1.26, we’ve extended the Vegetation Asset List to the Dynamic Vegetation system, so now each asset in the list can be one of the following:

• A “Vegetation” asset

• An “Empty Space” placeholder

• A “Dynamic Slice” asset

These can be mixed-and-matched in any way you like. We designed the new Dynamic Slice support to spawn inanimate collision-enabled objects in your scenes such as rocks and other fixed obstacles, which are combinations of meshes and PhysX colliders. However, the possibilities are limited only by your imagination, the technical requirements of your game, and a hard limitation to the system where the spawned dynamic slices can’t include vegetation layer spawners within them.

White Box Tool

PhysX Collider Surface Tag Emitter. The new PhysX Collider Surface Tag Emitter enables planting dynamic vegetation on PhysX Collider surfaces. This provides a more efficient option to the Mesh Surface Tag Emitter when trying to plant vegetation on arbitrary mesh surfaces.

White Box Tool

Have you been enjoying the White Box Tool introduced in 1.25? With 1.26, this popular feature leaves the experimental release phase and is now available as a full preview version!

(Not familiar with the White Box Tool? It’s Lumberyard’s new geometry instancing tool to help you add temporary scene elements and details without having to import or manage assets.)

To deliver our preview version, we’ve made the following updates:

• Vertices are now easier to select, as we’ve added better visual feedback as to their location. Move more quickly through sculpting geometry with less eyestrain!

White Box Tool

• Now, you can translate a vertex by clicking the left mouse button on a vertex, and then dragging it.

White Box Tool

• And flip a vertex quickly by holding Ctrl + Shift to show all hidden edges, then clicking the right mouse button on the hidden edge.

Get all the details in the documentation here!

Lumberyard UI 2.0

Lumberyard UI 2.0

We’ve been working throughout this release to finalize the new Lumberyard UI and incorporate your feedback – over 75 suggestions and requests – into polishing the experience.

Here are a few of the changes we made. (Check out the rest on the Lumberyard Beta 1.26 Bug Fixes page.)

• We’ve added all-new Application icons which make the Lumberyard applications stand out, and provide a more consistent look-and-feel. Check 'em out:

Updated icons! We hope you like 'em.

• Also, check out your Start Bar in Windows: we’ve added previews for Lumberyard’s windows which display the name of the active widget in that window. Like to have several windows open at once? No problem! You can now jump between each window without having to reopen your minimized window to find out what you were working on in each.

• We’ve improved the overall user experience in several Lumberyard tools along the course of finalizing UI 2.0. This includes changes to Particle Editor, Terrain texture layers, Script Canvas, Animation Editor, and the Preferences settings page. (See the screenshots below.)

The new look for the Terrain Texture layers Editor.

Lumberyard UI 2.0

Lumberyard UI 2.0

• As an example, we updated the Terrain Texture layers to support a more stable layout. This means the table grids now have the proper table layout and size. We cleaned up the main table view, which used to appear in collapsed state, and required a certain amount of manual dragging and positioning. We also cleaned up the fonts (size and color) to improve legibility and help you get better information at a quick glance, and added anti-aliasing support so your eyes didn’t get injured on any pixel edges.

(That’s an artist’s joke!) On top of that, we made the thumbnail view more reliable and consistent.

We applied this rigor across the various editors, tools, and components in Lumberyard, and we really hope you like the results!

And check out the Particle Editor!

Lumberyard UI 2.0

Lumberyard UI 2.0

• As with the Terrain Editor (and many other Lumberyard editors and components), we’ve overhauled the Particle Editor user experience as well. Consistent application of Qt widgets make everything cleaner and more visually stable, and allow for better extensibility if you choose to build atop it yourself for your own Lumberyard tools.

The updated Preferences menu.

Lumberyard UI 2.0

Lumberyard UI 2.0

• We’ve upped our game – and yours too, we hope! – with the tabbed window experience. Now it’s easier for you to select docked windows and drag them around. Window spaces now have a cleaner layout to show more content.

Combine windows cleanly into a single tabbed view.

Lumberyard UI 2.0

Lumberyard UI 2.0

• We’ve made changes to improve readability and visibility when menu overflow occurs across the Editor, including toolbar overflows on the top of the Editor and on the bottom of the viewport, and tabbed window overflows when the window size is small. This will help you access the tools and functions easier, as the UI now adjusts automatically to allow more elements and content.

Or dock them with each other to control your screen real estate!

Lumberyard UI 2.0

Lumberyard UI 2.0

• We’ve updated the console to have both a Dark mode and a Light mode. Both the Dark and Light mode palettes for the scrollbar and font have been updated to have a better color contrast, improving readability.

Choose your allegiance: Light, or Dark mode?

Lumberyard UI 2.0

Lumberyard UI 2.0

• Do you use Perforce (P4V) for game production collaboration? We have updated the experience inside Lumberyard for easier integration, and better awareness of connection status. You can toggle P4V connectivity, as well as easily access the settings and status all in one place.

Connected to source control? It’s easy to check, now!

• No more need to open up every Lumberyard window to find the correct window — just use taskbar preview (if you’re developing in Windows).

Ah, there you are, Entity Inspector.

在文檔中 Lumberyard Release Notes (頁 160-177)