chore(release): v0.13.3
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This commit is contained in:
Orkun ÇAKILKAYA 2026-09-13 04:18:38 +03:00
parent d6ffdfa638
commit a90c58eb09
3 changed files with 12 additions and 10 deletions

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@ -7,6 +7,17 @@ change type. Preview the next one with `ludic dev release --dry-run`.
A released section may carry a hand-written summary paragraph above its groups
(v0.2.0 has one); the generated bullets below it are not edited by hand.
## v0.13.3 — 2026-09-13
### Performance
- **Dense forest renders faster** — a depth prepass for the near tree foliage in `ludic.render3d`.
A crown of needle cards is many cut-out quads deep, and a shader that can `discard` turns
early depth rejection off, so every card behind the front one ran the full lighting shader.
In a dense stand at 3840x2160 that made the vegetation pass the largest in the frame. The near
tree LODs now write depth first with `depth.frag` (the same alpha coverage test), the terrain
beneath them is rejected before shading, and the lit pass draws them with no `discard` and an equal depth test. `R3D_NOPREPASS=1` restores the old path for comparison.
## v0.13.2 — 2026-09-13
### Fixes

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0.13.2
0.13.3

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bump: patch
type: perf
**Dense forest renders faster** — a depth prepass for the near tree foliage in `ludic.render3d`.
A crown of needle cards is many cut-out quads deep, and a shader that can `discard` turns
early depth rejection off, so every card behind the front one ran the full lighting shader.
In a dense stand at 3840x2160 that made the vegetation pass the largest in the frame. The near
tree LODs now write depth first with `depth.frag` (the same alpha coverage test), the terrain
beneath them is rejected before shading, and the lit pass draws them with no `discard` and an equal depth test. `R3D_NOPREPASS=1` restores the old path for comparison.