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TokisanGames committed Dec 16, 2023
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15 changes: 3 additions & 12 deletions .github/ISSUE_TEMPLATE/bug_report.yml
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Expand Up @@ -12,26 +12,17 @@ body:
label: Terrain3D version
description: >
Enter either the name of a release, or the commit string if using a development build.
placeholder: v0.8.3-alpha_gd4.1.1
validations:
required: true

- type: input
attributes:
label: Godot version
description: >
Inside Godot, click the version on the bottom bar to copy it.
placeholder: v4.1.2.stable.official [399c9dc39]
placeholder: v0.9.0
validations:
required: true

- type: input
attributes:
label: System information
description: |
- Specify the OS version, GPU and rendering backend (Vulkan Forward+, Mobile, Compatibility/WebGL).
- Specify the version of Godot and your OS, GPU and rendering backend (Vulkan Forward+, Mobile, Compatibility/WebGL).
- Starting with Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.
placeholder: Windows 10/64 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02)
placeholder: Godot v4.1.3.stable - Windows 10/64 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.4633)
validations:
required: true

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14 changes: 0 additions & 14 deletions .github/ISSUE_TEMPLATE/feature_request.yml
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Expand Up @@ -15,17 +15,3 @@ body:
Include examples of other terrain systems, GDC talks, white papers, and links to blogs or code that will be good reference info.
validations:
required: true

- type: dropdown
id: volunteering
attributes:
label: Are you willing to help create this feature?
description: |
If so, this issue and our conversations on discord will help ensure your efforts are aligned with other plans.
If not, the feature will be considered, but no promises.
options:
- ''
- 'Yes'
- 'No'
validations:
required: true
6 changes: 3 additions & 3 deletions CONTRIBUTING.md
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Expand Up @@ -2,7 +2,7 @@

We need your help to make this the best terrain plugin for Godot.

Please see [System Architecture](https://terrain3d.readthedocs.io/en/latest/docs/system_architecture.html) to gain an understanding of how the system works. Then review the [roadmap](https://github.com/users/TokisanGames/projects/3) for priority of issues.
Please see [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html) to gain an understanding of how the system works. Then review the [roadmap](https://github.com/users/TokisanGames/projects/3) for priority of issues.

If you wish to take on a major component, it's best to join our [discord server](https://tokisan.com/discord) and discuss your plans with Cory to make sure your efforts are aligned with other plans.

Expand All @@ -14,7 +14,7 @@ If you wish to take on a major component, it's best to join our [discord server]

## Setup Your System

Make sure you are setup to [build the plugin from source](https://terrain3d.readthedocs.io/en/latest/docs/building_from_source.html).
Make sure you are setup to [build the plugin from source](https://terrain3d.readthedocs.io/en/stable/docs/building_from_source.html).

### Install clang-format

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### C++

In general, follow the [Godot C++ style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html).
In general, follow the [Godot C++ style guidelines](https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html).
In addition:

Floats:
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10 changes: 5 additions & 5 deletions README.md
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Expand Up @@ -6,20 +6,20 @@ A high performance, editable terrain system for Godot 4.
## Features
* Written in C++ as a GDExtension plugin, which works with official engine builds
* Can be accessed by GDScript, C#, and any language Godot supports
* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/latest/docs/system_architecture.html)
* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html)
* Up to 16k x 16k in 1k regions (imagine multiple islands without paying for 16k^2 vram)
* Up to 10 Levels of Detail (LODs)
* Up to 32 texture sets using albedo, normal, roughness, height
* Sculpting, holes, texture painting, texture detiling, painting colors and wetness
* Supports importing heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/latest/docs/import_export.html)
* Supports importing heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/stable/docs/import_export.html)

See [Project Status](https://terrain3d.readthedocs.io/en/latest/docs/project_status.html) for details.
See [Project Status](https://terrain3d.readthedocs.io/en/stable/docs/project_status.html) for details.

## Getting Started

Read through our [documentation](https://terrain3d.readthedocs.io/en/latest/index.html), starting with [Installation](https://terrain3d.readthedocs.io/en/latest/docs/installation.html).
Read through our [documentation](https://terrain3d.readthedocs.io/en/stable/index.html), starting with [Installation](https://terrain3d.readthedocs.io/en/stable/docs/installation.html).

For support, read [Getting Help](https://terrain3d.readthedocs.io/en/latest/docs/getting_help.html) or join our [Discord server](https://tokisan.com/discord).
For support, read [Getting Help](https://terrain3d.readthedocs.io/en/stable/docs/getting_help.html) or join our [Discord server](https://tokisan.com/discord).

## Credit
Developed for the Godot community by:
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4 changes: 2 additions & 2 deletions doc/docs/import_export.md
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Expand Up @@ -59,7 +59,7 @@ We can import any supported image format Godot can read. These include:
* Control maps use a proprietary format. We only import our own format. Use `exr` to import an image you have previously exported from this tool.

### Color map
* Any regular color format is fine, `png` is recommended. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/latest/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness.
* Any regular color format is fine, `png` is recommended. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/stable/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness.


## Exporting Data
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* Control maps use a proprietary format. We only import our own. Use `exr`. It won't give you a valid image editable in other tools. This is only for transferring the image to another Terrain3D Storage file. See [Controlmap Format](controlmap_format.md).

### Color map
* Use `png` or `webp`, as they are lossless rgba formats that external tools can edit. Use `res` for Godot only use. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/latest/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness.
* Use `png` or `webp`, as they are lossless rgba formats that external tools can edit. Use `res` for Godot only use. The alpha channel is interpretted as a [roughness modifier](https://terrain3d.readthedocs.io/en/stable/api/class_terrain3dstorage.html#class-terrain3dstorage-property-color-maps) for wetness.


**Exported Image Dimensions**
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2 changes: 0 additions & 2 deletions doc/docs/shader_design.md
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Shader Design
==============

Before reading about the shader, please understand how the [terrain system architecture](system_architecture.md) for the whole plugin.

Our shader combines a lot of ideas and code from [cdxntchou's IndexMapTerrain](https://github.com/cdxntchou/IndexMapTerrain) for Unity, [Zylann's HTerrain](https://github.com/Zylann/godot_heightmap_plugin/) for Godot, the Witcher 3 talk linked in the System Design page, and our own thoughts and optimizations.

## Uniforms
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