SabaProps

Changelog

All notable changes to this package are documented in this file.

[Unreleased]

Changed

  • Apache-2.0 の宣言、公式ライセンスURL、同梱するライセンス全文と README の表記を統一。

[0.1.0] - 2026-09-13

初回配布に向け、初期実装と公開前レビューの修正をこのバージョンに集約しています。
依存先は SabaProps Foliage 0.6.0 です。

Added

  • Added an illustrated tree-authoring guide covering crown controls, branch and leaf distribution, shared assets, bark colour, wind and LOD review, with four Unity-rendered screenshots.
  • Added Crown Envelope Strength and Crown Width Scale generation parameters for rounded street-tree crowns and deliberately open growth habits.
  • Added a link to the shared placement and editing UI guide for single-tree and Tree Field workflows.
  • Generated Tree Fields can rebuild automatically after debounced Inspector and Undo/Redo changes; first generation remains explicit.
  • TreeField is automatically excluded from builds with DontSaveInBuild; generated render objects remain and no manual component removal is required.
  • The shared placement workflow supports Japanese and English UI with Japanese as the default, using the same persistent language selection as the Foliage tools.
  • Window > SabaProps > Placement: a shared scene-authoring window for Foliage Palette, Surface Growth, single trees, and Tree Fields.
  • ケヤキ、イロハモミジ、スギ、シラカバ、アカマツ、ヒノキの実在種 preset
  • ソメイヨシノの春/夏とイチョウの夏/秋を、同一 Seed・同一枝構造で切り替える季節 preset
  • 樹冠形、枝序、主幹優勢、枝の下垂と先端上向き、葉序を分けた生成規則
  • Species ごとの Wind Enabled / Wind Response と、主枝・葉密度を独立制御する Crown Density / Foliage Depth
  • Package Manager から導入できる、10 preset と 3 段階 LOD を生成済みの Trees Demo / Seasonal Trees Demo Sample
  • Demoを混交林、スギ・ヒノキ植林、街路樹、サクラ・イチョウ並木、シラカバ林の群生配置へ変更し、用途別の高さ揺らぎを追加しました
  • 64 / 128 / 192 本の群生を同一条件で比較できる Forest Load Demo Sample

Changed

  • Unified bark colour interpolation across trunks, branches, caps and leaf stems; branch order no longer causes abrupt colour changes at junctions.
  • Separated species and seasonal rows in the seasonal comparison scene using all-LOD renderer bounds, preventing adjacent crowns from appearing to grow branches of another species or colour.
  • Added smooth, seed-dependent variation to the crown height envelope to avoid uniformly aligned branch tips; the envelope remains shared across LODs.
  • Redistributed broadleaf lateral junctions toward the middle of their supporting branches and spread clustered foliage along fine branches, without increasing the configured branch or leaf counts.
  • Botanical presets now use Crown Radial Scale = 1.5 and Primary Branch Departure = 0.25 for wider crowns and more outward primary branches. Radial spread preserves trunk geometry, branch radii and leaf sizes; the volume reference is evaluated before spreading so it does not cancel the requested width.
  • Crown shaping shortens complete branch paths without reversing their growth direction and leaves space above the trunk for upper branches. Crown Volume Scale applies uniform scaling to the pre-spread size reference; it measures bounding-box volume, not foliage occupancy. Separate regression checks cover ascending branches, vertical tip distribution, and stable trunk geometry across LODs.
  • Trunks now use a transported ring frame and a slower monotonic lower-bole taper; seasonal Sakura and Ginkgo use larger, denser branch structures with foliage restricted to terminal branch orders.
  • Tree LODs now share the same branch centre lines and deterministic leaf candidates; lower LODs omit fine branch tubes and use uniformly selected, larger leaf cards instead of rebuilding a different tree topology.
  • Low-LOD trunks retain enough radial and axial divisions for a stable flared-base silhouette, and distant culling starts at a smaller screen height.
  • Blossom and leaf planes now vary their roll per element; clustered Sakura and Ginkgo foliage is distributed along short generated twigs instead of stacking at one point.
  • Bundled-demo regeneration now updates existing assets in place so Mesh, Species, Material, and Scene GUIDs remain stable.
  • Tree scene-authoring entries now live under GameObject > SabaProps > Placement; bundled-demo generation moved under Tools > SabaProps > Debug.
  • Relicensed the package from MIT to Apache License 2.0.
  • Trunks now taper steadily from a flared base, child radii are capped at their junction, and branches emerge from the parent tangent before turning toward their target direction.
  • LOD1/LOD2 preserve crown mass with fewer, broader leaf cards and a longer far-distance range; the 192-tree load scene uses denser stands for silhouette and load evaluation.
  • Japanese red pine bark/needles and summer ginkgo foliage use less saturated colours.
  • 子枝の太さへ分岐数に基づく上限を設け、枝次数に応じて樹皮色を補間するようにしました
  • 掌状葉、鱗片状の短葉、2 針束、5 弁花、扇形葉を含む樹種別の葉配置へ変更しました
  • 構造枝の下向き成長を抑え、下垂を末端枝だけへ適用しました。継続枝は親枝終端の位置・半径を引き継ぎ、切断面を作りません
  • 実在種 preset は葉を一次枝まで分布させ、主枝層を増やしました。既定 LOD0 は各 preset 10 万 triangle 未満です

Initial features

  • TreeSpecies: 広葉樹、針葉樹、枯れ木、砂漠低木を同一パラメータモデルで表現
  • 再帰的な枝分かれと決定的な Seed から 3 段階の LOD Mesh を生成
  • 枝サブツリー単位の UV3 wind pivot と、接続点で連続する bend 座標
  • SabaProps Foliage shader を使い、Distance Shrink を無効化した樹木用 Material
  • 影を有効にした Scene 用 LODGroup の生成
  • TreeField: 固定 Seed、地面吸着、高度/傾斜/除外/Density Mask と種別 Weight を使った複数個体の配置
  • Species ごとに生成した 3 個の LOD Mesh を全個体で共有する edit-time builder
  • GameObject > SabaProps > Tree Field と、生成・クリア・統計表示を行う Inspector