diff --git a/CHANGELOG.md b/CHANGELOG.md index 34cc907f..6c747d3c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,6 +7,26 @@ 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. +## v0.17.0 — 2026-09-16 + +### Features + +- **Renderer switches stay out of shipped games** — every `R3D_*` environment switch in + `ludic.render3d` (debug views, feature kills, file writers, hardware fakes, the Windows + feature overrides) now goes through one gate: a headless build honours them as before, a + windowed build only when `R3D_DEV` is set to anything but `0`. See `docs/SHIPPING.md`. + +### Fixes + +- **A lake can be the water that mirrors the world** — a reflecting body is clipped to its + ellipse like any other unless it is an unbounded sea, so a map whose reflection belongs to + its lake no longer floods every hollow in the survey with that lake's level; and the + terrain's wet shore, forest and scree gates read the carved lake's line inside its outline + (`u_lake`), the rule the grass already used, so a lake above the sea keeps its wet bank and + no forest is painted down its bed. + + `terrain_lake_carve(false)` keeps a lake's line, outline and shore but skips carving its + bed, for a height map that already carries a shaped one. ## v0.16.2 — 2026-09-15 ### Fixes diff --git a/VERSION b/VERSION index 201a22c8..c5523bd0 100644 --- a/VERSION +++ b/VERSION @@ -1 +1 @@ -0.16.2 +0.17.0 diff --git a/changes/lake-water.md b/changes/lake-water.md deleted file mode 100644 index c06a79a9..00000000 --- a/changes/lake-water.md +++ /dev/null @@ -1,11 +0,0 @@ -bump: patch -type: fix -**A lake can be the water that mirrors the world** — a reflecting body is clipped to its -ellipse like any other unless it is an unbounded sea, so a map whose reflection belongs to -its lake no longer floods every hollow in the survey with that lake's level; and the -terrain's wet shore, forest and scree gates read the carved lake's line inside its outline -(`u_lake`), the rule the grass already used, so a lake above the sea keeps its wet bank and -no forest is painted down its bed. - -`terrain_lake_carve(false)` keeps a lake's line, outline and shore but skips carving its -bed, for a height map that already carries a shaped one. diff --git a/changes/render3d-dev-gate.md b/changes/render3d-dev-gate.md deleted file mode 100644 index 16813323..00000000 --- a/changes/render3d-dev-gate.md +++ /dev/null @@ -1,6 +0,0 @@ -bump: minor -type: feat -**Renderer switches stay out of shipped games** — every `R3D_*` environment switch in -`ludic.render3d` (debug views, feature kills, file writers, hardware fakes, the Windows -feature overrides) now goes through one gate: a headless build honours them as before, a -windowed build only when `R3D_DEV` is set to anything but `0`. See `docs/SHIPPING.md`.