Version: [5345] 3D OSM Model 1.7.0

## [1.7.0] - 2026-08-21

### Added

- **A GitHub link in the viewer toolbar.** The exported city now
carries a repo
  button, and the help overlay a "Star the plugin on GitHub" line, so
anyone the
  city is shown to can find the project.
- **The hectare readout follows the map canvas.** Zooming, panning or
changing
  the project CRS now updates the "Canvas extent · ≈ N ha" estimate
live; it only
  refreshed when the dialog opened or a radio button changed, so it
routinely
  described a view the user had already left. When the extent is
larger than the
  Max study area it says so — "clipped to 150 ha — zoom in to keep it
all" —
  rather than showing a figure the export will not honour.

### Changed

- **Residential and Urban walls now dominate every reseed.** The
photo-based
  Residential A–F and Urban A–E facades are what an exported city is
judged on,
  so every reseed — an asset theme, a colour theme, a shuffled look —
draws three
  Residential walls for each Urban one, using all six residential
facades before
  any repeats. The flat procedural walls (CivicStone, CampusGlass,
  MediterraneanStucco, CoastalWhite) stay in the Style dock's
per-function
  dropdown and remain the fallback; they simply no longer win a
reseed.
- **Walk mode pace and gait, after real use.** Walking is 1.8 m/s (6.5
km/h)
  rather than the 1.4 m/s textbook mean, which read as sluggish in the
viewer,
  and Shift runs at 3.6 m/s. Head movement is roughly 40% smaller —
1.3 cm
  vertical and 0.9 cm lateral.

### Fixed

- **Overpass downloads now use QGIS's own network stack.** They went
through
  Python's `urllib`, which bypasses every network setting QGIS holds:
the proxy,
  the TLS configuration and the certificate store. Behind a corporate
proxy or
  with a pinned TLS version that surfaced as `SSL:
WRONG_VERSION_NUMBER` and
  looked like the OSM servers were down. Ported from the sibling OSM
Quick 3D
  plugin, where the same fix landed in v0.50.0.
- **A dropped connection or a 5xx is retried once on the same mirror**
before
  moving on, which converts a large share of transient Overpass
failures into
  successes. A permanent failure (a bad URL, a malformed body) is not
retried, so
  an error still surfaces promptly. The final message names the
mirrors that were
  tried and why each failed, instead of reporting only the last one.
- New headless coverage for the mirror/retry decisions against a
stubbed
  transport: a success stops the search, a transient failure retries
once, a
  permanent one does not, every mirror is tried at most twice, an
Overpass
  `remark` fails over instead of being trusted, cancellation is
honoured before
  the first request, and the downloader cannot silently drift back to
`urllib`.

## [1.6.0] - 2026-08-21

### Changed

- **Walk mode is now a body, not a camera.** Everything vertical
derives from one
  new setting — the walker's stature, 1.85 m by default — using
standard
  anthropometry: the eyes sit at 93.6% of stature (1.73 m), and 60%
when
  crouched. Scene & Sun gains a **Walk mode** section with body
height, walking
  pace, solid buildings and head movement, and the walk HUD shows the
live eye
  height and speed so you can see you are standing in the model rather
than
  flying through it.
- **Human pace.** The walker used to accelerate to 9.2 m/s — 33 km/h,
a car in a
  city. Pace 1.0 is now 1.4 m/s (5.0 km/h), the mean adult walking
speed; Shift
  is a 3.3 m/s jog and crouching halves it.
- **Buildings are solid.** You can no longer walk through walls. Each
horizontal
  axis is resolved separately, so a wall is slid along rather than
bringing you
  to a dead stop in a corner. The check can be turned off in the dock.
- **Gait.** The head rises and falls twice per stride and sways once,
both scaled
  by how fast the body is actually travelling — so standing still is
perfectly
  still. Total travel is 2.2 cm vertical and 1.6 cm lateral: a cue,
never a
  camera shake.
- **Entering walk mode lands you where you were looking** instead of
wherever the
  orbit camera happened to hover, which from a wide overview was often
hundreds
  of metres outside the model. Walk mode also takes a 72° field of
view and hands
  the orbit one back on exit.
- **The walker stays on the model.** You could previously walk off the
edge of
  the base into empty space.
- The plugin icon's artwork is enlarged to fill the tile edge to edge;
it was
  sitting small and low with the whole upper half of the tile empty,
which is
  what you actually saw at toolbar size.

### Fixed

- **Walk speed depended on your frame rate.** Friction was applied as
  `1 - k·dt`, so the same key press covered noticeably different
ground at 30 fps
  and at 144 fps — invisible on the machine it was written on.
- **The walker never reached the speed the code intended.**
Acceleration was a
  constant force fighting friction, so velocity settled wherever the
two happened
  to balance (1.077 m/s with the current tuning) and the speed clamp
above it
  never applied once. Velocity now ramps toward the wanted pace and
reaches it.
- Crouching changed the walking speed but not the eye height in the
handler that
  set it on entry, so entering walk mode crouched put the eyes at the
standing
  height.

## [1.5.0] - 2026-08-21

### Added

- **Looks: one-click randomize.** A new dice button in the viewer
toolbar (or the
  `L` key) applies one of ten hand-tuned compositions — colour
palette, road and
  ground textures, roof type and massing, time of day, weather and
fog, chosen
  together so each look reads the way it was designed to. It is a
curated draw,
  not a random one: shuffling picks from the ten and never hands back
the look
  already on screen. Layer visibility is deliberately never touched,
so a look
  cannot switch heavy layers back on behind you.
- **Look gallery.** A new dock lists all ten looks with a four-stop
palette
  swatch and a one-line description, so a look can also be picked
deliberately
  instead of shuffled. The active look stays highlighted and survives
a reload.
  The ten: Editorial Dusk, Nordic Snowfall, Harbor Morning, Golden
  Mediterranean, Neon Rain, Anime Noon, Violet Dawn, Desert Noon,
Cartoon
  Playground and Vintage Postcard.
- **Cinematic tour.** The play button (or `T`) flies a five-shot,
35-second
  choreography — establishing orbit, district sweep, descent, street
level and a
  golden-hour rise — with the sun advancing from morning to dusk along
the way.
  The shots are expressed as fractions of the model's own extent, so
the same
  tour frames a four-hectare courtyard and a 300-hectare district.
Point Export
  Studio's recorder at it for a finished clip. A HUD shows the shot,
the clock
  and a progress bar; the tour hands the camera, the field of view and
the time
  of day back exactly as it found them when it ends, and any click,
scroll,
  `Esc` or second press of `T` stops it early.

### Fixed

- **Unreadable dashboard panel in dark mode.** The v0.8.0 design-token
refactor
  themed the panel surface but never reached the dashboard's contents,
which
  still carried the hardcoded light-mode colours they were written
with — dark
  slate body text on a dark navy panel, white metric cards punched
into it, and
  a light-grey Area Statistics block. Every one of those colours is
now a theme
  token, so the panel is legible in both themes; the six metric tiles
moved from
  a ragged four-column grid to an even three-by-two.
- **Fog stayed daylight blue after dark.** The scene fog colour was a
fixed
  daytime value, so any night or dusk scene with real fog was washed
out by a
  bright haze that hid the whole city. Fog now tracks the sun through
night,
  dusk and day.
- **Switching colour theme in the viewer did nothing.** Theme colours
were always
  read from the export manifest first, which is right on load — the
theme chosen
  in QGIS must win — but meant a theme changed at runtime kept the
exported
  theme's roads, base and greens. The manifest now wins only on load.
- **Per-function building styles could drift from the colour theme.**
They persist
  under their own key, so reopening an export after the theme moved on
could
  leave every building painted in the previous theme's colours and
roofs. They
  are now reseeded when none of them matches the active theme any
more, while
  deliberate per-function edits are kept.

yes

geo140195philo

2026-08-21T12:36:18.493964+00:00

3.28.0

4.99.0

None

no

Version management

Plugin details