0.1.0
First public build
Everything the editor needs to make a map you can actually put on a server. The parts I was most worried about are the format edges: topology is a bitfield, heights are scaled by 32766 rather than the 65535 you would expect, and every layer is little-endian because the game writes them by reinterpreting native memory. Get any of those subtly wrong and you ship a map that loads fine and plays wrong.
RustEdit compatibility was non-negotiable. If you cannot bring your existing maps, a new editor is not a tool, it is a rewrite you have to justify.
In this build
- Full .map read and write: seven terrain layers, prefabs and paths.
- Sixteen sculpt tools and eight paint tools, each with its own parameters.
- Conditional painting by height, slope, splat, biome and topology.
- Path authoring for roads, rivers and rail, with per-node bezier handles.
- IO wiring, loot and vending profiles, and typed NPC spawners.
- Full RustEdit extension-blob compatibility.
- Map rotate, resize and region merge.
- Terrain generation from a seed using the game's own generator.
- Map image export with biomes, monuments and a grid.