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December 2025

The last few days of the year and no blog post yet... better late than never.

Command & Conquer

Probably the biggest change to mention is the normal painting mode that I've just released a few minutes ago. You are now able to change the normals just as you would edit voxel colors. There is a new brush to change those normals. To enable this feature, you have to select the proper view mode:

voxedit view mode

Select Command & Conquer here to enable the new brush as well as the normal palette panel.

voxedit normal palette

The following screenshots show the normal painting options, as well as a long-standing bug that was fixed. The vxl/hva loading was not applying the offsets properly. This is now hopefully fixed.

normaledit

Rendering the normals:

normaledit-rendernormals

Auto normals for the selected node:

normaledit-autonormals

The auto normals were also improved. If you encounter any issues with C&C support regarding vxl files, please open an issue.

Optimizations

A blog post without mentioning that I was wasting CPU cycles in my previous implementation? Not possible - here we go. I've optimized some UI panels that were consuming excessive CPU cycles. Several voxel algorithms now utilize multithreading for faster execution.

But as always... this is ongoing.

Removed UI component

A complete UI component was removed because the tree generators were converted to Lua. They now simply use the Lua script panel options for their parameters. This resolves a rather old bug ticket.

Lindenmayer system

An improved Lindenmayer system integration has been implemented. It helps in creating individual rules and also performs some sanity checks:

lsystem