Add new shapes to GaeaNodeFalloff#367
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BenjaTK merged 3 commits intogaea-godot:2.0from May 5, 2025
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GaeaNodeFalloff
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The squircle should probably be removed, rounded square does almost entirely the same |
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I would prefer keep it because it's not exactly the same and it's just 3 more lines of code |
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There's probably no real downsides to holding onto, yeah. While the differences are subtle, they are technically different. |
cullumi
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BenjaTK
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addons/gaea/graph/graph_nodes/root/data/generation/falloff_map.gd
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Missing hints for start and end to be withing 0.0-1.0.
addons/gaea/graph/graph_nodes/root/data/generation/falloff_map.gd
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Rework falloff node with new shapes
Description
This PR is a rework of the falloff node with some new features and bug fix.
Because an image is still better then a lot of words, here the old node and the new node. In the screenshot beflow the FalloffMap2 is the new version of the FalloffMap.
There is now 4 shapes included with the node. I did not include each variation in the add node tree, just the basic FalloffMap node like before.
Sample images
Works also with lower "resolution", the old one had an offset issue that is now fixed;

It's also support non square shapes (I used the PR #366 for the preview);
Q&A
Performance tests
I tried to generate a big grid and it's taking in average 530 ms to generate the data.
I tried without all var it's taking 550 ms in average
I also tried with a PackedFloat32Array but was worse: 580 ms
For a standard grid of 64*64 it's taking 4 ms
References
https://old.reddit.com/r/proceduralgeneration/comments/kaen7h/new_video_on_procedural_island_noise_generation/gfjmgen/
https://www.redblobgames.com/maps/terrain-from-noise/#islands