docs(changes): changesets for the renderer work in this release
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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changes/render3d-island.md
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changes/render3d-island.md
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bump: minor
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type: feat
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**`ludic.render3d`: `terrain_island(cx, cz, r, fall)`** keeps land out to `r` and then
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scales the terrain down into the water over `fall` metres. Scaling rather than blending
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to a fixed bed is what makes the coastline come out of the terrain already there: low
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ground becomes beach and shallows, high ground becomes cliff. `r = 0` leaves the survey
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untouched.
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changes/render3d-moon.md
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changes/render3d-moon.md
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bump: minor
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type: feat
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**`ludic.render3d`: the moon has a phase.** One number, 0 new .. 0.5 full .. 1 new
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again, decides the disc's terminator, how much of its light reaches the ground, and
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where in the sky it rides - a full moon rises as the sun sets, a new moon travels with
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the sun and is never seen. A new moon is now a properly dark night, which is what makes
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a carried light worth having.
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changes/render3d-outline.md
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changes/render3d-outline.md
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bump: minor
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type: feat
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**`ludic.render3d`: a rim outline on an actor.** An actor gains `outline` (metres of
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rim) and `ocol` (its colour). The pass draws the model again with its vertices pushed
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along their normals and its front faces culled, so only the far side of the swollen
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shell survives - a silhouette exactly `outline` wide, depth-tested against the scene, so
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anything standing in front of the actor hides its rim too.
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changes/render3d-water-scale.md
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changes/render3d-water-scale.md
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bump: patch
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type: fix
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**`ludic.render3d`: water read the window's size, not the frame it drew into.** The
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water shader's `u_screen` and the reflection target were sized from the drawable, but
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`gl_FragCoord` there runs over the scene target. They match only at a render scale of 1;
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below that the refraction and depth reads landed in the wrong corner of the frame and the
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lake showed a squashed copy of it instead of its own bed.
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