v3.7.0
in development
NEW
Room Designer - A grey boxing toolset for hand crafting rooms and play spaces on a grid, in the Dungeon Tools editor mode. Rooms are built from a stack of editable volumes and emit the standard theme markers, so they work with your existing themes
NEW
Pattern Matcher - Proper 3D version of the pattern matcher, where you can define your patterns in 3D space. Backward compatible with the 2D version, select it from the drop down
NEW
Pattern Matcher - Double click a rule block to edit its condition directly as text, e.g. (Wall OR Fence) AND NOT Door and have the rule graph updated automatically
NEW
Pattern Matcher - Improved the editor UI - cleaner patterns window, compact rule lists with better drag reordering
NEW
Canvas - Fog of war and icons on any actor with the new Dungeon Canvas Item component. The Fog Of War Share Mode controls who sees whose exploration in multiplayer - free for all, per team or everyone. Existing assets are redirected automatically
NEW
Theme Editor and Flow Editor have been reskinned with new node visuals and a darker, blue tinted graph background. Empty theme nodes now draw a box wireframe so they're easy to spot
NEW
Snap Grid Flow - Better control over room repetition with the new Module Selection settings on the dungeon config. Works well even with a small set of modules
NEW
Snap Grid Flow - Max Instances and Selection Weight on the module database entries. Cap a room to show up at most once per dungeon (e.g. a shop or a boss room) or make it show up more or less often than the others
NEW
Snap Grid Flow - If no combination of modules fits the generated layout, the builder retries with a fresh layout instead of failing the build, and the output log explains which room failed and why
NEW
Snap Map - Supports the new room repetition control (Module Selection settings and the module database settings above)
NEW
Snap Grid Flow / Grid Flow / Cell Flow - The Create Path node can now grow standalone paths, and the new Emit and Merge windows control where a branch grows out and merges back in. Useful for multiplayer style maps with no main path, e.g. team spawn paths merging into a central hub
NEW
Cell Flow - The Cluster Blobbiness setting on the Create Cells nodes now works, and the path nodes have a new Room Size range to merge adjacent layout cells into larger rooms
NEW
Snap Grid Flow / Grid Flow / Cell Flow - Key and lock placement on maps with multiple spawns (Validate From / To Path on the Create Key Lock node), and the Finalize node's new Reachability Contracts list declares the routes a finished map must keep open - the build validates every contract and retries the layout when one cannot be met
NEW
Faster dungeon generation - Snap Grid Flow layout and module resolve stages, and instanced mesh placement, are now several times faster
NEW
Voxel Dungeons - The Voxel Mesh Settings property on the Dungeon actor can now be accessed from Blueprints
FIX
Snap Grid Flow - Doors sitting on a module's bounds edges or corners could be assigned to the wrong side of the module. Doors are now matched against the door markers drawn by the module bounds actor
FIX
Snap Grid Flow - Module Entrance and Module Exit door constraints are now enforced while the layout is generated when Support Door Categories is enabled
FIX
Snap Grid Flow - The Num Timeouts Retries Allowed setting had no effect
FIX
Snap builders - Door actors could go missing after saving the level or after a play session
FIX
Snap Grid Flow / Grid Flow / Cell Flow - One-way door promotion could make a dungeon unplayable. The builder now checks the level can still be finished before turning a door into a one-way door
FIX
Snap Grid Flow / Grid Flow / Cell Flow - The Create Key Lock node gave up too early when the key and lock share a path, and a misspelled path name now stops the build with a clear error instead of silently retrying until it looked like a hang
FIX
Cell Flow - A small isolated island of cells could stop the chunk merging early, leaving tiny chunks scattered across the map
FIX
Flow builders - Two layout nodes could end up with the same internal id on rare seeds, corrupting the layout
FIX
Flow editors - Copy paste no longer stacks duplicate pins on exec nodes, links are back to the stock hover and selection behaviour, and nodes show their error messages again
FIX
Improved layout randomization across all builders, dungeons are now spread more evenly across seeds. Note that the same seed will produce a different dungeon than in the previous 3.6 version
FIX
Voxel Dungeons - Dedicated servers crashed while building a voxel dungeon. Servers and other headless targets now fall back to a CPU density path and build the same dungeon as their clients (see da.Voxel.UseGPU and da.Voxel.CPUExactDensity to override)
FIX
Canvas - Packaging for PS5 failed with shader compile errors. Also fixed stray fog of war pixels at the texture border and non-deterministic soft shadows
FIX
Compile errors on Mac
CHANGE
Snap Grid Flow - Removed the Non Repeating Rooms and Prefer Modules with Minimum Doors settings. The new Module Selection settings replace them
CHANGE
Removed the Dungeon Architect Gameplay framework (DAG) experiment and its content. It was only previewed on Discord and never shipped, so existing projects are not affected