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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.