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Releases: gregorik/InstantOrganicCaves

v0.3.0 — Biome Volumes, Carving, Details Panel Overhaul

03 Apr 09:48
@gregorik gregorik

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What's New in 0.3.0

New Features

  • Biome Volumes (AIOCBiomeVolume) — drop volumes into the world to override noise frequency, tunnel radius, wall thickness, and terrace steps per-region with priority-based blending
  • Carving Component (UIOCCarvingComponent) — attach Sphere, Box, or Capsule shapes to carve guaranteed open space with organic smoothstep falloff
  • Runtime Carving APICarveAtLocation(WorldLocation, Radius) for gameplay-driven cave modification
  • Streaming Manager (IOCStreamingManager) — chunk-based world streaming for large cave networks
  • Character Support (IOCCharacter) — auto-teleports to cave entrance at BeginPlay
  • Default Cave Material — new actors ship with MI_IOC_CaveWalls instead of the engine checkerboard
  • Showcase DemoIOC.SpawnShowcase / IOC.ClearShowcase console commands for cinematic flythrough across 7 feature sections
  • Advanced Noise — multi-octave fBm with Lacunarity, Persistence, Macro Chamber Weight, Ridged Detail Weight, Interior Density Bias
  • Poisson Disk Scattering — optional minimum-distance constraint for decoration layers

Improvements

  • Details Panel Overhaul — consolidated 12 scattered categories into 6 logical groups (IOC, Tunnel, Shape, Appearance, Decoration, Advanced)
  • Backface Geometry — inner tunnel walls now receive light without two-sided materials
  • Smooth Tunnel Endpoints — SmoothStep tapering replaces hard cutoffs
  • Gradient-Scaled Wall Padding — eliminates hovering/disjointed fragments
  • Per-Quad Vertices — fixes invisible faces and mesh holes from non-manifold edges
  • Preset Protection — auto-switches to Custom when parameters are manually edited
  • Ground-Level Entrances — tunnel centerline raised so entrance sits flush at actor origin
  • Two-Stage Frequency Clamping (Nyquist + Gradient) — prevents mesh tearing and shredded artifacts
  • Multi-Spline Branching — Distance Field unions for T/Y-junctions
  • Cancellation Support — in-progress generation can be interrupted

Bug Fixes

  • Fixed shredded mesh / checkerboard artifacts from high-frequency noise aliasing
  • Fixed race condition in DecorationLayers async access
  • Fixed console command delegate leak in ShutdownModule
  • Fixed biome frequency mismatch when radius is overridden without frequency

Full Changelog

See Changelog.md for the complete version history.

Note: All versions prior to 0.3.0 are deprecated. Please upgrade to 0.3.0 for the latest fixes and features.

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v0.2.0 — Initial Release (Deprecated)

03 Apr 09:48
@gregorik gregorik
851c652
This commit was created on GitHub.com and signed with GitHub’s verified signature.
GPG key ID: B5690EEEBB952194
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Pre-release

Deprecated — Please use v0.3.0 instead.

v0.2.0 — Initial Release (2026年02月05日)

  • Perlin Tunnel generation with configurable Start/End points
  • Cellular Automata noise-based cave generation
  • Async generation (background thread, no Game Thread lag)
  • Smart vertex colors (floor/wall/ceiling channels)
  • Decoration scattering with HISM instancing
  • Triplanar UV generation
  • Spline-based tunnel paths
  • Domain Warping and Terracing
  • BakeToStaticMesh editor utility
  • PCG node integration

This version has known mesh artifacts and stability issues that are fixed in v0.3.0.

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