Releases: gregorik/InstantOrganicCaves
Releases · gregorik/InstantOrganicCaves
v0.3.0 — Biome Volumes, Carving, Details Panel Overhaul
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 API —
CarveAtLocation(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_CaveWallsinstead of the engine checkerboard - Showcase Demo —
IOC.SpawnShowcase/IOC.ClearShowcaseconsole 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
DecorationLayersasync 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.
v0.2.0 — Initial Release (Deprecated)
Deprecated — Please use v0.3.0 instead.
v0.2.0 — Initial Release (2026-02-05)
- 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.