chore(release): v0.13.3
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CHANGELOG.md
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CHANGELOG.md
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@ -7,6 +7,17 @@ change type. Preview the next one with `ludic dev release --dry-run`.
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A released section may carry a hand-written summary paragraph above its groups
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(v0.2.0 has one); the generated bullets below it are not edited by hand.
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## v0.13.3 — 2026-09-13
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### Performance
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- **Dense forest renders faster** — a depth prepass for the near tree foliage in `ludic.render3d`.
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A crown of needle cards is many cut-out quads deep, and a shader that can `discard` turns
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early depth rejection off, so every card behind the front one ran the full lighting shader.
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In a dense stand at 3840x2160 that made the vegetation pass the largest in the frame. The near
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tree LODs now write depth first with `depth.frag` (the same alpha coverage test), the terrain
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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.
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## v0.13.2 — 2026-09-13
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### Fixes
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2
VERSION
2
VERSION
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@ -1 +1 @@
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0.13.2
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0.13.3
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@ -1,9 +0,0 @@
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bump: patch
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type: perf
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**Dense forest renders faster** — a depth prepass for the near tree foliage in `ludic.render3d`.
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A crown of needle cards is many cut-out quads deep, and a shader that can `discard` turns
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early depth rejection off, so every card behind the front one ran the full lighting shader.
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In a dense stand at 3840x2160 that made the vegetation pass the largest in the frame. The near
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tree LODs now write depth first with `depth.frag` (the same alpha coverage test), the terrain
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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.
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