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Crucible Heightmap changelog

What is new in each version of Crucible Heightmap, the Rust map generator for RustEdit. Newest version at the top. Your installed version is shown in the app status bar, and the app prompts you to install updates when they are available.

  • Exported maps now keep your terrain brush edits, randomly didn’t export before.
  • Splat and biome edges stop rendering as blocky in the in-game view.
  • The topology brush now gives option to paint the layers that always go together, like forest with forestside.
  • Painted splats now flip with the map if rotated vertically or horizontally.
  • Flipping the map is instant, and no longer reshuffles your biomes if worldgen is on.
  • Islands now drag the direction you pull them on a map flipped vertically or horizontally.
  • Island position and rotation sliders now match the flipped map instead of moving the opposite way.
  • Arid, arctic and jungle stop piling into one corner of the map.
  • Biome borders weave around each other instead of meeting in smooth arcs.
  • Arid and jungle borders now vary like the tundra and arctic ones do.
  • Biome share sliders respond faster while you drag them.
  • The worldgen rotation slider responds faster while you drag it.
  • Biomes no longer leave holes anywhere on the map.
  • Exporting a map is faster.
  • The export progress bar moves smoothly instead of jumping and parking, and names the stage it is on.
  • Sharper, softer sun shadows in the in-game view.
  • Smoother terrain shading where beaches meet slopes.
  • Updated guides: https://docs.drizzza.com/heightmap/topology-painting/ and https://docs.drizzza.com/heightmap/cliffs/ and https://docs.drizzza.com/heightmap/brush-editing/ and https://docs.drizzza.com/reference/keyboard-shortcuts/
  • Biomes are placed as coherent regions instead of parallel bands.
  • Each biome comes out as one body, not scattered chunks.
  • Biomes pick spots away from each other instead of colliding.
  • Tundra now separates arctic from temperate around its whole land border.
  • Tundra band is much wider and reads as a real transition.
  • Temperate no longer breaks gaps through the tundra band.
  • Biome borders finger and interlock instead of meeting on clean arcs.
  • Border detail varies along its length instead of running the same texture.
  • Long useless biome strips are given back to their neighbour.
  • Jungle no longer floats inland, and reaches its coast.
  • Biome share sliders now grow and shrink smoothly instead of jumping randomly.
  • Dragging the arctic slider actually grows arctic.
  • Shrinking a biome pulls it back toward its own shoreline.
  • Salt rerolls give a genuinely new layout.
  • New Fingered biome brush, matching the generated borders. Now the default.
  • Conjuring a new map with auto worldgen enabled is about twice as fast.
  • Salt rerolls are much faster.
  • Worldgen rotation slider responds much faster.
  • Tier and biome share sliders respond much faster.
  • A new map no longer builds its worldgen twice.
  • Conjuring a map that grows a lake island is much faster.
  • Conjuring no longer freezes the window while lake shores are built.
  • Biome sliders now update in real-time.
  • Tier sliders now update in real-time.
  • Tier rotation slider now update in real-time.
  • Arid grass and sand splats now form rounded patches like Rust instead of long smears.
  • Arid biome carries more sand and less grass, matching Rust.
  • Lake islands improved.
  • Some big lakes get cliff shores, some don’t.
  • Cliffs build much faster in the in-game view after first conjured generation, nearly instantanious on good hardware.
  • Conjure enabled in the in-game view again, while cliff gen active.
  • Smoother in-game camera settings by default.
  • Jungle coastlines stop spilling forest splat over the beach sand splats.
  • Tundra no longer wraps the entire edge of the arctic.
  • Biome borders no longer come out very blocky where a biome regrows.
  • Arctic biome no longer comes out too small, and jungle no longer too large.
  • Jungle stays one group and grows a thicker inland body instead of a thin extremely long coastal strip.
  • A biome no longer leaves temperate holes inside itself.
  • Arid, jungle and arctic now reach their own coastline instead of floating inside temperate.
  • Temperate no longer wraps a strip around another biome’s beachside.
  • Tundra no longer strands itself far from the arctic.
  • Tier zones no longer contain slivers or thin strips.
  • Tier 0 topology stays one group instead of scattering into pieces.
  • Tundra no longer scatters specks across the map.
  • Biome share sliders reset to the fresh roll on a new conjure or salt reroll.
  • Biomes have a better share split balance for new conjures.
  • Tier topology rotation randomizes on each new conjure instead of staying fixed.
  • Tier topology rotation set to auto by default.
  • Tier topology rotation slider resets to auto on new conjure if manually adjusted.
  • Tier topology rotation slider shows its current angle, and keeps it when you switch off Auto.
  • Default tier split is now 30% Tier 0, 45% Tier 1, 25% Tier 2.
  • Clicking any tier layer shows or hides all three tier layers at once.
  • Re-rolling Salt (H) now properly randomizes biomes/tier topology/terrain/splats per Conjure with Worldgen enabled.
  • Seeds now recreate the same map.
  • Undo no longer reshapes lake shores.
  • Desert forest no longer spills onto the beach.
  • More consistent mountain and hilltop terrain.
  • Cleaner biome edges.
  • Biome share sliders now stay balanced at 100%.
  • Map stats now shows monument fit per card tier.
  • Fixed Map stats wrongly flagging monument space.
  • Splat brush no longer freezes when you start painting.
  • Undoing a paint stroke no longer changes your terrain.
  • Undo after painting is much faster.
  • Loading a map refreshes its worldgen.
  • Projects now save smaller and faster.
  • Large lakes can now hold their own islands.
  • Removed stray land inside lakes.
  • Brush strokes no longer briefly freeze the app.
  • Much longer undo history.
  • The biome brush now updates the ground beneath it.
  • Clearing the worldgen now fully clears the live view.
  • Paint your own biomes and topology on a blank map.
  • Each biome now stays in one area instead of scattering across the map.
  • See how much of your map can host monuments, in Map stats.
  • Fixed grey showing through the arctic snow.
  • Fixed the ocean showing over land past the beach.
  • Forests now have trails and clearings.
  • Forest no longer placed on beaches.
  • Cleaner desert edges.
  • Very large enclosed lakes stay lakes instead of turning to ocean.
  • Lakes no longer spill water onto the land around them.
  • Big lakes can now contain their own island.
  • Forests now keep a grass buffer back from the beach.
  • Stones splat no longer scatter across the map, only on lake beds.
  • The arid biome now mixes sand and grass in even blobs, with forest edging the grass.
  • No more random dirt splats.
  • Forest splat no longer appears without forest topology.
  • Thinner arctic forests.
  • No more stray sand patches near lakes.
  • The arid biome now reaches its coast.
  • The jungle biome now reaches its coast instead of landlocking inland.
  • Forests around lakes now spread like natural woodland instead of a ring strip.
  • Tall cliffs now spawn on steep slopes across the map, not just the coast.
  • Large lakes get cliffs around their shores randomly.
  • Worldgen refreshes right after you move an island in the 3D view.
  • Tier zones now follow the biomes and reach the coastline.
  • You can paint tier zones over each other to move them.
  • Opening a worldgen brush no longer generates the worldgen on its own.
  • Clearing the worldgen no longer leaves forest behind in the live view.
  • The Projects panel now opens instantly without project thumbnails lagging it.
  • Typing a project name no longer resizes the panel.
  • The biome and topology brushes are fast in the live view.
  • The loading cursor no longer breaks while the live view starts.
  • Undoing after you move an island no longer freezes the app.
  • Undo no longer wipes the worldgen.
  • Undo keeps your painted biome and topology.
  • Clearing the worldgen now clears it in the live view.
  • Changing the map size no longer leaves the old world behind.
  • Arctic beaches are snow, not sand, in the live view.
  • Far more hill cliffs and rocks on the yellow slopes.
  • Rerolling the salt updates the ground in the live view.
  • Dragging islands in the live view is much faster.
  • The biome and topology brushes now work in the live view. Turn off cliff generation to use them there.
  • The biome and topology brushes paint where your cursor is.
  • The biome and topology brushes no longer stutter in the live view.
  • The biome and topology brush cursor now matches what you paint.
  • Clear buttons reset your painted biome and topology.
  • Undo no longer wipes your worldgen.
  • The live view rebuilds faster.
  • Maps export faster.
  • Ocean floor biomes are fixed.
  • Monument tiers now cover the whole map, edge of map and ocean monuments spawn on proc gen.
  • The Worldgen panel now updates the live view.
  • Splats you paint by hand now show in the live view.
  • You can paint splats in the live view while cliffs are on.
  • Painting over a lake now works.
  • The live view is no longer jagged.
  • The live view builds faster.
  • Nothing can be clicked while the map is building.
  • Fixed the app staying locked after leaving the live view.
  • Max FPS now defaults to 120.
  • The arctic is snow. Snow now covers the whole arctic.
  • Far more trees in the arctic.
  • Rocks and hill cliffs now spread across the yellow slopes.
  • Clutter and decor are fixed.
  • Field is now applied on cliffs.
  • Mountain, Hilltop and Summit now actually appear.
  • Lakes are covered properly. A bent or forked lake now gets several water planes that follow its shape.
  • Lakes in the live view now sit at their true water level.
  • The forest ring around a lake has a more interesting shape, with arms and inlets instead of a plain band.
  • Worldgen now builds a world in roughly half the time.
  • Lake water is placed correctly. Oval lakes had their water turned the wrong way.
  • The live view now shows a lake water prefab.
  • Biome and topology overlays now show in the live view, the same as in the 3D view.
  • While the live view is placing cliffs, the map is locked until it finishes, so you can’t conjure into a half-built world.
  • The cursor turns into the Crucible mark whenever you are waiting on the map to build.
  • A biome you have unchecked no longer keeps a sliver of coastline.
  • The export progress bar now moves the whole way through instead of sticking partway and then jumping to done.
  • A project’s thumbnail now updates when you re-save it after changing worldgen.
  • Undo and redo through worldgen are faster instead of pausing for seconds on every step.
  • Dragging a tier slider is now smoother.
  • Painting biomes and topology is much faster.
  • Turning a topology layer off no longer quietly changes a different layer.
  • Setting Tier 1 to 0% now really removes it.
  • Turning a biome off now removes it everywhere.
  • NEW WORLDGEN: build the whole world on top of your terrain, biomes, topology and ground textures, then export a .map that drops straight into RustEdit and Rust with everything already in it. Open it with the Worldgen button or the 9 key.
  • Five biomes: Arid, Temperate, Tundra, Arctic and Jungle. They follow your land instead of being drawn in bands: borders settle along ridges and valleys, edges finger into each other, and every biome reaches a coastline.
  • Set how much of the map each biome covers with its own slider, or turn a biome off entirely.
  • Reroll the Salt to lay a different world over the same island: it moves the desert to another flank, slides the snow onto a different range, and shifts the jungle, without touching your terrain.
  • Pick what a Salt reroll changes: Biomes, Tiers, Topology, each on its own.
  • 22 topology layers are generated for you, including Ocean, Beach, Cliff, Forest, Field, Clutter, Decor, Lake and the three tiers. Turn any layer off, or show it as a colored overlay on the terrain.
  • Tier 0, Tier 1 and Tier 2 sliders set how much of the map each tier covers, and Tier 1 always sits between the other two, so the map grades from safe to harsh instead of dropping players straight into the deep end.
  • Rotate the tier bands yourself, or leave Rotation on Auto and each roll turns them.
  • New biome brush (J) and topology brush (K): paint biomes and topology layers onto the terrain in the 3D view. Hold Alt to erase, Alt + right-click to pick up whatever is under the cursor.
  • The whole-map ground texture is now generated too: seabed, shoreline, cliffs, snow caps, forest and grass, each tinted by the biome it sits in.
  • Forests now come out as real stands, a sensible amount of woodland on every map, in varied clumps and treelines that follow the land, instead of one map coming out bare and the next drowning in trees.
  • The ground reads far less repetitive in game: dirt, gravel and stones now pool in gullies and open ground the way Rust’s own maps do, so the same grass texture no longer tiles across an entire hillside.
  • Sand now only appears next to real water. It no longer covers low inland ground far from any coast or lake.
  • Turn the world texture layer off to keep your per-island surfaces and still generate biome and topology.
  • LAKES: land-locked water is now a real lake instead of a piece of ocean. Each lake gets its own water body, a stone bed, a sand ring at the waterline and a forest ring around it.
  • A lake sits at its own water level, and its beach, gravel and treeline follow that waterline.
  • Lakes render in their own color in the 3D and in-game views, so you can tell a lake from the sea at a glance.
  • CLIFFS: the app now places Rust’s real cliffs on your map, chained cliff walls along steep coastlines plus hill cliffs and rock formations scattered on steep faces, and bakes them into the exported .map. You no longer have to run RustEdit’s own generation to get cliffs, which was wiping everything you had authored.
  • See your cliffs before you export: turn on Generate cliffs in Worldgen and the in-game view spawns the real cliff meshes from your Rust install.
  • With cliffs on, the in-game view is view-only: fly and inspect there, and make your edits on the 3D view.
  • Export has three .map options now: MAP File + Cliffs (the new default), MAP File with no cliffs, and MAP File (heightmap only).
  • MAP File + Cliffs builds the full world at export even if you never opened Worldgen, so a fresh map is one click from a finished .map.
  • Exported .map files now carry your real biomes and topology instead of empty placeholders.
  • The Map PNG, the export preview and your project and seed thumbnails all show the biome-tinted map you are actually going to get.
  • The in-game view now shows the generated world: biome coloring, the matching ground textures, lakes, and cliffs.
  • The in-game camera no longer flies through hills or ends up inside a cliff.
  • Once a map is generated, editing your terrain updates the biomes, topology and textures on their own when you release a slider or deselect an island. No need to press Regenerate every time.
  • Fixed maps of 4250m and larger exporting mis-sized layers, which put the shore and ocean in the wrong places.
  • Fixed thumbnails being slow and constantly reloading. They render in the background now and are much lighter.
  • The Worldgen and Projects panels stay open while you keep working on the map.
  • Tab and Shift+Tab now cycle the target of whichever brush is open, splat, biome or topology layer.
  • A single island you have not generated shows plain grass and sand. Forest now comes from Worldgen.
  • Hotfix: the inland beachline in exported .map files no longer imports blocky in RustEdit; the sand-to-grass edge now blends smoothly like the rest of the map.
  • Full map multi-island is massively improved: it now builds map-filling continents with real bays, peninsulas, branches, and offshore islands.
  • Turn on multi-island and you can build a full, playable Rust map in just a few clicks: conjure a whole map in one click, export a .map, open it in RustEdit, and run native generation with the heightmap step turned off.
  • New map styles for full map: turn Continent, Archipelago, Strait, Ring, and Mainland on or off in the multi-island panel, and each roll builds one of the styles you left on.
  • Coastlines are smoother and more varied across every map, and some islands now rise into steep cliff shores that become tall cliffs in RustEdit.
  • Reworked the ocean floor so Rust’s underground tunnels stay buried: importing your map and running native generation no longer pushes tunnel bumps up through the seabed.
  • Beach sand no longer creeps up onto the land; it stays down at the waterline where it belongs.
  • New, more Rust-like beach defaults out of the box: wider flatter beaches, a broader underwater shelf, and 100% full coastline coverage (Less sharp drop offs into the ocean and more walkable and spawnable beaches).
  • Multi-island randomize has its own slide-out panel by the Conjure button; open it with the I key.
  • Exporting maps is faster, especially large maps.
  • Type any map size you want (1000-6000 meters, default 3800) instead of picking a fixed size; the map size on the main screen and in the export window now stay in sync.
  • Cleaned up a stray outline that could show on buttons and sliders after a click.
  • In-game viewer hotfix
  • New maps now start with a deeper default ocean floor.
  • Reroll just the inside of your island with the new Salt control next to the seed; the island shape and coastline stay the same.
  • New default keyboard shortcuts: open Settings/Export/Projects/Saved Seeds with the number keys, reroll Salt, and rotate or blend the splat brush.
  • Added a colorblind-safe palette for the slope overlay in Settings.
  • Painting and editing on large maps is smoother.
  • Sun shaders and shadows improved, especially in the in-game viewer.
  • Starting a fresh map no longer counts as unsaved work, so opening a project won’t ask you to discard changes when you haven’t made any.
  • The “recovered unsaved work” message now waits until the intro animation finishes instead of flashing during startup.
  • Fixed your custom slider defaults not applying to new terrain: set a slider’s default in Settings and new projects, randomized maps, and added islands now start at your value.
  • Smoothed the underwater transition where the coastal shelf drops to the ocean floor, so it grades down cleanly instead of looking bumpy.
  • Tuned the default terrain shape for new maps toward smoother, more buildable land out of the box.
  • New Map stats panel in the status bar: see your land coverage, slope mix, and land heights measured against real Rust, with a heads-up when a map is too high to spawn on.
  • See the height and slope under your cursor in every view as you move the mouse.
  • The export panel now shows top-down previews of your map at the export size: a colored view and the grayscale heightmap, side by side.
  • The Projects list now shows a top-down thumbnail of each saved map, and you can click anywhere on a project row to open it.
  • Saved seeds now have search and tags to find them fast.
  • The in-game view now has a heading compass up top that turns as you look around, so you always know which way is north.
  • Crucible Heightmap now runs inside the new Crucible launcher, your home base for every Crucible tool. Manage your license, get updates, and launch your apps all from one place.
  • Fixed the Windows taskbar not sliding up over the app when it’s set to auto-hide.
  • Hotfix: initial in-game view release bug fixes.
  • Unity Viewer install path migration: the in-game view now keeps its files in the app’s own folder and reinstalls itself automatically the next time you open it.
  • Fixed custom keyboard shortcuts: holding Shift with a number key now binds correctly, and a shortcut set to open a panel now opens it (closing any other) and closes it when pressed again.
  • NEW IN-GAME LIVE MAP VIEWER: a third way to preview your map, alongside 2D and 3D, that renders it generally the way it looks in Rust. Fly around to inspect your island up close and make more precise edits.
  • Tuned the in-game view’s lighting and colors to somewhat match Rust.
  • Set the time of day in the in-game view by dragging the sun dial.
  • Paint splats and sculpt terrain directly in the in-game view, with live feedback as you paint.
  • Brushes now lay a smooth, even stroke whether you paint fast or slow, in every view.
  • Painted splats stay crisp as you paint and blend smoothly once exported and viewed in RustEdit or Rust; lower the brush hardness to mix a texture further into its surroundings.
  • Pick a ground texture already on the map by holding Alt and right-clicking with the splat brush open, to match an existing splat without finding it in the list.
  • The splat panel now splits Paint and Blend into their own modes, with the brush types in a cleaner row.
  • New export option: save your map straight to a Rust .map file and open it directly in RustEdit.
  • Set a custom export size (1000-6000) per project: export any map at the size you want without changing the one you are editing.
  • Reworked the Export panel: every output is now its own checkbox you can mix freely, with the Rust .map file selected by default.
  • The export progress bar now fills smoothly and shows which file it is actually saving.
  • New Feedback button in Settings opens the Discord for bug reports and ideas.
  • Panels now close with Escape or a click outside, so the extra X buttons are gone.
  • Set your own keys for brush hardness, brush strength and splat spacing, and find every shortcut faster in a reorganized, clearer keybind list.
  • The seed name box no longer resizes the seed panel when you save a seed.
  • Cleaned up a MASSIVE batch of app behaviors so feels more desktop native.
  • Number fields in Settings no longer change value when you accidentally scroll over them.
  • Links open in your browser on Ctrl-click too, instead of trying to navigate inside the app.
  • Escape now also closes the unsaved-changes prompt; keyboard tab key focus stays inside an open window and returns to where you were when you close it.
  • A long project name no longer pushes the version and FPS readout off the bottom status bar.
  • Small consistency pass on button text colors and the saved-seed favorite star.
  • The app now opens to a fresh new map every launch instead of reopening your last project.
  • Fixed the thin white line along the bottom edge of the window on launch.
  • The map-size buttons lock while a map is generating.
  • Settings now save reliably, with no more silently dropped changes.
  • Steadier performance and memory: a smoother minimap while painting, lighter memory use when browsing lots of saved seeds, and corrupt or shared project/seed files now fail safely instead of breaking.
  • The seed box only accepts valid seed numbers now.
  • The left sidebar is now a fixed width and can no longer be dragged/resized.
  • Experimental brush-edit slider lock is restored when you reopen a saved project.
  • Cleaned seed and map-size main screen panel, and Export panel now shows the output resolution.
  • Hotfix: Annoying visual flickering bug when opening app has been fixed finally.
  • New Splat mode: paint Rust ground textures straight onto your map, separate from the terrain brush. Turn it on with the Splat button, or press V.
  • Splats cover the full Rust set: dirt, snow, sand, rock, grass, forest, stones and gravel, each clearly labeled by name and color.
  • (Experimental) Painted textures blend: lower the brush hardness and two textures softly cross-fade where they meet, for natural transitions instead of hard edges. Hold Alt while painting to erase.
  • Eight brush types to paint with: round, soft, square, blend, star, streak, scatter and organic. Blend smudges a seam where two textures meet, dragging the edge a different way each stroke; Organic stamps a natural, irregular splotch ideal for forest-floor and dirt patches; Scatter drops a few distinct random blobs for broken-up, dappled coverage. The brush goes all the way down to size 1 for fine detail.
  • Splat brush controls: a Rotation slider (turns the square, star and streak types and can be bound in keybind settings), a Spacing slider (spaced dabs along a stroke), and a bindable key to swap back to your last-used splat brush type type. The cursor shows the selected type at the real painted size, with an inner ring for the soft-edge falloff.
  • Set a base surface splat for each island in the new Surface section of the sidebar and the last surface you pick becomes the default for new islands.
  • The live 3D preview splats terrain more naturally: snow lines that wander with the land, grey rock on the steep cliff faces, and scattered forests. Each generated islands splats are randomized and automatically adjust when altered by sliders.
  • New textured PNG export: save a full-color picture of your map, built from each island’s base surface plus whatever you’ve painted. Keep or skip the plain grayscale PNG, and optionally overlay the in-game map grid with its cell labels. The export window now stays open after a save, and exports for a saved project go into their own output/<project>-export folder, which the Open button in the export window opens directly.
  • New Splat export: send your splats into RustEdit through its Tools -> Map Tools -> World Creator Importer and find and import your <project>.xml, the base terrain splats and your painted splats will then appear on your map in RustEdit. Saved island seeds carry your painted textures too.
  • New water toggle: bind a key in Settings to hide the ocean surface.
  • New Top-down view shortcut: set a key in Settings to snap the 3D view straight overhead for a clean, map-wide look. Reset view (R) brings the normal angle back.
  • Everything is rebindable: every keyboard shortcut (view, undo/redo, flip, reset, save, conjure, delete, splat tools and more) can be remapped in Settings under Keybinds, with a Save button and a warning if two actions share a key. Conjure is E, Splat mode V, Add Island N, and “hold to orbit the camera while painting” is its own rebindable key (Space by default). Undo and redo repeat when held. Your keybinds and slider defaults save to their own config file so you can share them.
  • Shortcut hints in tooltips show your own keys and update the moment you rebind one, so they never go stale.
  • Press Escape to close any open panel: the brush, the splat panel, Projects, Export or Settings.
  • Press Ctrl+Shift+S to save your map as a new project; plain Ctrl+S re-saves the project you have open. Both keys are rebindable.
  • Closing the app with unsaved changes now asks first: Save, Don’t save, or Cancel, so you never lose an unsaved map by accident.
  • Press Ctrl+N to start a new project. If you have unsaved changes it asks first with the same Save, Don’t save, Cancel prompt, then clears to a fresh random island. The key is rebindable.
  • The Slope overlay shows a color key beside the minimap (green flat/buildable, yellow hills, orange cliffs, red taller than cliffs), and hides itself when you turn the overlay off.
  • The in-app Readme/Help was removed in favor of the full docs site at https://docs.drizzza.com, and the full changelog is now online too: read what’s new in every version at https://docs.drizzza.com/reference/changelog.
  • New guide on painting Rust ground textures, blending them and exporting them: https://docs.drizzza.com/heightmap/splat-painting/
  • Updated guides for this release: exporting your map https://docs.drizzza.com/heightmap/export-raw-and-png/, brush editing https://docs.drizzza.com/heightmap/brush-editing/, keyboard shortcuts https://docs.drizzza.com/reference/keyboard-shortcuts/, the slider reference https://docs.drizzza.com/reference/sliders/ and settings https://docs.drizzza.com/reference/settings/.
  • Coastal stepping starts gentler by default, and new maps start with calmer Mountains and Redistribution defaults for a more natural shape out of the box.
  • The sun/time slider now starts at 15:00; hold Ctrl while dragging it for fine, minute-by-minute control.
  • Interface polish: the window can no longer be shrunk too small to use; the toolbar, Export button and Projects panel were tidied up; Grid, Slope, Brush and Splat are now clean icon buttons; the Saved Projects list scrolls on its own once it gets long; pop-up notifications refresh in place instead of piling up; the small Map/View tag on the minimap was removed; and cluttered tooltips were cleaned up across the app.
  • The Settings window opens at a steady full height with its title bar and footer kept in place, and the Changelog and License sections each scroll on their own. The Saved Seeds window keeps a steady size as your collection grows. The Settings folder list shows the short path from your install folder, and the “Created by Drizzza” mark opens https://drizzza.com.
  • Your license key is now hidden as you type or paste it on the activation screen, with a show/hide button to reveal it when you need to check it.
  • The faint min/max height-reference frames around the 3D map now show as subtle corner marks instead of full boxes.
  • Saving a seed now saves only the island (or islands) you have selected, instead of the whole map. On a map with several islands, select the one you want first, or use Select All to save them all. The save star stays off until you have a selection, so you can’t bake the whole map into one island’s seed by accident.
  • Improved the default coastal stepping and beach settings, so a freshly generated island starts with a nicer shoreline out of the box.
  • Added a Verbose logging toggle in Settings (under Diagnostics) and improved the app’s troubleshooting logs, so any issue is easier to track down if you ever need support.
  • Map grid fixed: grid cells now line up exactly with the in-game map grid on every map size, with A0 in the top-left corner.
  • Much smoother grid and slope overlays on 5000m and 6000m maps.
  • Improved slope view: green = flat buildable ground, yellow = hills, orange = cliffs, and red = terrain too extreme for the game to decorate naturally.
  • More Rust-like terrain colors in the 3D preview: rocky cliffsides, greener highlands, and snow only on extreme peaks. The minimap and seed thumbnails match.
  • The status bar now shows how much of the map is land.
  • Export now defaults to RAW. The RAW output is unchanged and imports into RustEdit exactly like before.
  • Crucible Docs is live: a brand new documentation website at https://docs.drizzza.com. It is your full guide to building custom Rust maps with Crucible Heightmap, from first install to a finished map in RustEdit, covering getting started, using every tool, custom Rust map guides, and a full reference. The docs will be expanded in the future with more information.
  • New Documentation link in Settings (top of the panel) opens the docs in your browser.
  • Export panel: a new Open button jumps straight to your output folder, plus a quick link to the step-by-step “How to import into RustEdit” guide.
  • Saved seeds can now be ADDED to your map instead of only replacing it. In the seed gallery, click a saved seed to drop its island (or whole group of islands) in alongside what you have already built. Select an island first and hit Swap to replace just that one island, or use Replace all to load the seed as a brand new map. Saved groups keep their island layout.
  • Star your saved seeds as favorites, and filter the seed gallery: Newest and Favorites show everything (favorites first), while Single-island and Multi-island show only that kind of saved seed. Favorites rise to the top within every view.
  • Select multiple islands at once: hold Ctrl or Shift and click islands to add or remove them from the selection (or press Ctrl+A to select every island), then move, randomize, edit, or delete them all together. Double-click still picks a single island; click water to deselect all.
  • Adding, deleting, and combining islands can now be undone and redone (Ctrl+Z / Ctrl+Y).
  • Big multi-island maps stay smooth: adding or combining lots of islands no longer triggers the slowdown that used to kick in past a handful.
  • Fixed saved seed previews in the seed gallery sometimes showing up blank or vanishing after adding or deleting a seed. Thumbnails now show reliably.
  • Slimmer title bar: the header logo is smaller, giving you a little more room for your map.
  • Fixed the Subscription section in Settings (your license, plan, Manage subscription, Check for updates and Deactivate this PC) displaying without its panel. It’s now a tidy collapsible section that matches the rest and works with “Expand all / Collapse all”.
  • First-run license agreement: the first time you open the app you’ll review and accept the license (and again only if the terms ever change). You can read the full license any time in Settings.
  • New in-app Help: the complete getting-started guide is now available right inside Settings.
  • Refreshed the Help guide and the License with the latest information.
  • Reworked Settings panel: neat collapsible sections that remember whether you left them open, an “Expand all / Collapse all” toggle, and a cleaner, more unified look.
  • Projects, Export, Settings and the time-of-day control moved up into the main toolbar, and undo/redo now sit beside the brush, so everything’s quicker to reach, with a cleaner title bar.
  • The time-of-day (sun) slider now adjusts in 1-minute steps; double-click it to reset.
  • Larger, easier-to-click window minimize / maximize / close buttons, plus general visual polish throughout.
  • Fixed activation failing for some people with a “Could not reach the license server” message even when their internet was working perfectly fine. Activation now connects reliably across a much wider range of networks, DNS setups and security software.
  • The app now keeps itself up to date automatically: most fixes and improvements arrive quietly in the background, with no need to re-download or reinstall anything.
  • Smoother, faster first launch right after installing.
  • Better behind-the-scenes diagnostics, so if anything ever does go wrong it can be pinpointed and fixed quickly.
  • Brand-new installer: setting up Crucible Heightmap is now a quick, guided install that drops a desktop shortcut and a Start Menu entry, with no more loose files to keep track of.
  • Installs just for you with no scary administrator prompt, and registers in Windows’ “Add or remove programs” so it uninstalls cleanly like any other app.
  • Uninstalling keeps your saved maps, seeds and exports by default, with a clearly labelled option to delete everything if you want a completely clean wipe.
  • Everything the app uses now lives neatly in one place you can easily find, move, or back up.
  • Your subscription plan (for example, Monthly or Annual) is now shown next to your license in Settings.
  • The activation screen now opens in a compact, centered window with the Crucible logo, instead of filling the whole screen.
  • Added a brief intro animation when the app opens.
  • Fixed the title bar text being selectable by accident while dragging the window.
  • Much faster heightmap exports, especially on larger maps.
  • When an update is available, you’ll get a quick prompt as the app opens to install it right away or skip it for now.
  • See what’s new in each version right inside the app (Settings > Changelog).
  • Cleaner window with a refreshed title bar.
  • The seed save star now lights up gold when your current seed is saved to your library.
  • Autosave & crash recovery: your work is now saved automatically while you have unsaved changes, and offered back to you if the app closes unexpectedly. You can choose how often it saves in Settings > Autosave (default: every 10 minutes).
  • Autosave interval is now set in minutes (Settings > Autosave).
  • Undo history can now be increased up to 1000 steps.
  • Smoother, tidier install.
  • Tidied up the Settings panel.
  • Initial release.