Creator : Infinity Code
Version : – – Version: 4.6.2 – – Aug 4, 2021 – –
Description :
4.6.2.1 (2021.08.04)
[Rivers] Fixed problem with saving rivers.
[Third-party] Added integration with Gaia Pro 2021.
4.6.1.1 (2021.04.01)
[Core] Fixed problem with calculation of elevation for objects when Align Water Line – ON.
[Core] Improved getting elevations for objects when the source data does not contain value.
[Roads] Fixed problem with generating roads from previous starts.
4.6.0.1 (2021.02.11)
[Buildings] Added the ability to generate colliders for BuildR.
[Buildings] BuildR buildings, all points of which are not on terrains are no longer generated.
[Buildings] Fixed exception when wall facade was not specified for BuildR.
[Buildings, Rivers] The progress is now cancelable.
[Elevations] Updated url for downloading SRTM 30 data.
[Inspectors] Fixed exception when RWT Container does not contain terrains.
[Rivers] Added the ability to generate rivers for R.A.M 2019.
[Rivers] The number of generated OSM tags has been expanded.
[Terrains] Added the ability to align terrains to the waterline.
[Terrain Layers] Added the ability to generate roads.
[Unity] Removed support for older versions of Unity Editor. Now requires Unity 2018.4 or higher.
4.5.7.1 (2020.12.10)
[Buildings] Added the ability to specify at what height the built-in building should start.
[Buildings] Improved UI generation for built-in buildings.
[Buildings] Added the ability to make the bottom of a built-in building follow the current terrain instead of real world values.
[Buildings] Added the ability to combine all or selected built-in buildings into one mesh.
[Building Manager] Building Manager has been greatly improved.
[Inspector] Added the ability from Building Inspector to quickly switch to RWT Container.
[Elevations] Added the ability to generate underwater areas based on the water map.
[Elevations] Fixed generating underwater areas when using SRTM30.
[Roads] Improved intersection generation for EasuRoads3D.
[Roads] Intersections are now correctly oriented relative to the terrain.
4.5.6.1 (2020.11.18)
[Buildings] Greatly reduced the amount of generated materials when using Tile X Based On Perimeter and Tile Y Based On Height.
[Buildings] Added the ability to combine built-in buildings, which will greatly reduce the number of objects in the scene and improve the draw calls.
4.5.5.1 (2020.11.16)
[Buildings] Added the ability to set Tile X based on building perimeter and Tile Y based on building height for materials.
[Inspectors] Added the ability to replace building materials through the inspector.
[Roads] Improved intersection generation for EasuRoads3D.
[Roads] Intersections are now correctly oriented relative to the terrain.
[Third-party] Added support for the latest versions of Gaia and Gaia Pro.
[Third-party] Fixed Vegetation Studio Pro exception related to VS Pro not updating its internal borders.
4.5.4.1 (2020.09.17)
[Buildings] Buildings (walls and roof) are now generated in same mesh.
[Buildings] Added the ability to generate dynamic buildings that
are generated by the script and are not saved as a mesh,
which allows you to bypass the meshes import phase.
[Buildings] Fixed reading of building height from OSM when using dotNet v4.x.
[Buildings] Buildings no longer instantiate materials unless using the OSM color tag.
[Buildings] Fixed bug with infinite saving of buildings.
[Textures] Fixed a bug when Relief Terrain Pack textures were applied for texture types that do not support it.
[Textures] Fixed a bug causing endless downloading of tiles with a large texture size and a very small area.
[UI] For many fields, additional hints have been added to help you understand what this field does.
[UI] Added coverage and accuracy of elevation providers.
[UI] Added warning when using Elevation range – Real World Value.
4.5.3.1 (2020.08.27)
[Buildings] Strongly optimized building generation with the built-in building engine.
[Settings] Added the ability to select the OSM Overpass server you want to use.
[Settings] Changed default OSM Overpass server.
[Windows] Added warnings to the main window when using latitude north of 60 degrees, and south of -60 degrees.
[Windows] When opening the main window in regeneration mode, added a button to switch to full generation mode.
4.5.2.1 (2020.08.07)
[API] Added hooks for selecting building prefab and calculating the size for Instantiate Prefab.
[Buildings] Fixed positioning of buildings when the container is not in zero position.
[Buildings] Added building placement modes for Instantiate Prefabs.
[Heightmap] Fixed generation of underwater depths when generating terrain grid.
[Inspectors] Added the ability to split the terrains grid into separate GameObjects.
[Windows] Fixed calculation of memory usage when using Huge Texture.
4.5.1.1 (2020.06.11)
[Terrain] Changed the range of Resolution Per Path values.
[Terrain Layers] Added the ability for each Mapbox layer to specify multiple Terrain Layers.
[Terrain Layers] Added the ability to specify multiple base Terrain Layers.
[Terrain Layers] Added support for Structure Mapbox Layer.
[Third-Party] Fixed integration with Gaia 2 and Gaia 2 Pro.
4.5.0.3 (2020.06.02)
[Elevations] Fixed parsing of SRTM data.
[Huge Texture] Fixed inverted textures when generating in multiple threads.
4.5.0.2 (2020.06.01)
[Buildings] When using Instantiate Prefab, a prefab is now created in the scene.
[Buildings] When using Instantiate Prefab, the positioning of prefabs on terrain is improved.
[Elevations] Fixed reading SRTM data. Cleaning elevation cache required.
[Heightmaps] Improved height generation.
[Inspectors] Added ability to quickly change Base Map Distance.
[Prefs] Improved saving of asset path.
[Providers] Added Sentinel-2.
[Rivers] Fixed request url when using dotNet v4.x.
[Textures] Added the ability to generate Terrain Layers based on vector tile data from Mapbox.
[Textures] Added ability to generate textures up to 26624x26624px for each terrain using Huge Texture.
[Textures] Added the ability to specify whether to use mipmaps for regular textures.
[Third-Party] Added integration with Huge Texture.
[Third-Party] Added integration with BuildR v3.
[Third-Party] Fixed integration with Gaia Pro.
[Unity] Removed support for Unity v5.6 – Unity 2017.3. Unity 2017.4 LTS is now required.
[Updated] Fixed URL for your orders in the Asset Store.
[Window] Added the ability to specify UTM (Universal Transverse Mercator) coordinates for the corners of the area.
4.4.1.1 (2019.12.06)
[API] Added the ability to intercept getting elevation from the provider, and return your own value.
[Buildings] Fixed exception when layers tag is corrupted.
[Elevations] Fixed bug in reading SRTM data.
[Grass] Extended list of OSM tags for which grass is generated.
[Integration] Added support for Gaia Pro.
[Integration] Fixed integration with Vegetation Studio Pro.
4.4.0.1 (2019.11.28)
[Core] Improved asset folder search.
[Core] Fixed generation of additional objects when the container is not in zero position.
[Core] Added the ability to specify the coordinates of the anchor, where there will be a zero position of the container in the scene.
[Roads] Added the ability to generate connections for EasyRoads3D.
[Roads] Added the ability to specify the road width multiplier for EasyRoads3D.
4.3.2.1 (2019.08.20)
[Core] Fixed a small error when setting the coordinates of the container.
[Buildings] Fixed generation of building using the built-in building engine.
[Buildings] Fixed generation of buildings when the container is not in the zero position.
4.3.1.1 (2019.08.08)
[Core] Now the boundaries of the generated area are set as doubles.
[Buildings] Fixed building generation if levels tag is corrupted.
[Inspector] Fixed opening Open Street Map for dotNet v4.x.
[Textures] Fixed seam between textures when Generate In Thread – ON.
[Third-party] Improved integration with uContext + added new actions.
4.3.0.1 (2019.08.01)
[Elevations] Fixed loading SRTM v4.1 data. If you are using this elevation data source, clear the cache first.
[Elevations] Fixed setting of alphamaps (controlmaps).
[Roads] If EasyRoad3D road GameObject has RWTIgnore tag, the road will not be removed and regenerated.
[Third-Party] Added integration with uContext.
[Unity] Added support for Unity 2019.2.
4.2.1.1 (2019.07.13)
[Elevations] Now underwater areas are generated based on PerlinNoise.
[Elevations] Now underwater areas require at least three neighboring known points.
4.2.0.1 (2019.07.05)
[API] Improved RealWorldTerrainMonoBase.GetCoordinatesByWorldPosition.
[Elevations] Strongly optimized underwater area generation.
[Tools] Fixed exception in Scaler tool when opening it from the menu.
[Tools] Fixed Geocoder tool.
[Tools] Fixed Reverse Geocoder tool.
[Tools] Now Current Position tool automatically searches for RWT Container in the scene.
[XML] Fixed exception with dotNet v4.x.
4.1.2.1 (2019.06.28)
[Buildings] Fixed building height parsing.
[Elevations] Fixed generation of underwater areas for all elevation providers.
[Roads] Fixed downloading road data when certain types are selected.
4.1.1.1 (2019.06.18)
[API] Fixed RealWorldTerrainMonoBase.GetAltitudeByCoordinates, RealWorldTerrainMonoBase.GetAltitudeByWorldPosition,
RealWorldTerrainMonoBase.GetCoordinatesByWorldPosition.
[POI] Added the ability to specify altitude and prefab.
[POI] Added the ability to replace POI GameObject by dragging a prefab into a Real World Terrain POI Item (Script).
[POI] Added the ability to update the position of POI in the scene based on the coordinates.
[POI] Added the ability to update POI coordinates based on the position in the scene.
[RWT Window] Fixed a bug in the coordinates when creating a POI through a window.
4.1.0.1 (2019.05.27)
[Elevations] Added support for ArcGIS elevations.
[Elevations] Fixed using Max Under Water Depth with Generate Underwater – OFF.
[Roads] Added ability to specify types of roads for EasyRoads3D.
[Other] Fixed warnings when generating multiple terrains.
Recent Comments