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The first half of september was all about getting Build 4067 and its improvements and fixes out the door, as well as website changes.
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Along with the Meshify improvements mentioned last time, the main push for the next build 4067 is build system quality of life improvements.
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These last few weeks have been a major push on website improvements, but as that is wrapping up I’ve been able to turn attention to a number of product-related changes.
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I’m still working on the various release-related stuff for 4066.
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I’m taking this opportunity with Dragontail to do a long-overdue design redo, improving both the asthetic quality and the UX of WM’s interface.
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Just a quick sketch of what’s been happening since the first public release of Dragontail.
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The first dev build of Dragontail Peak is going to drop soon, and I’m taking this opportunity to do some adjustments of how things are named and packaged.
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Since the cat is now out of the bag in terms of VDM terrain, I figured I’d share a quick post with a few more examples as I work on getting things ready for the dev release!
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I think we need to jump straight to the marquee feature for Dragontail Peak that I’ve been working on for the last two years. 🙂 Simply this: for the first time World Machine will be able to generate and manipulate non-heightfield terrain!
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Another significant framework change is around how macro and code devices are handled.
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I can roughly sketch out the changes for the next version of World Machine, code named “Dragontail Peak” into three categories of focus.