chore(release): v0.17.0
All checks were successful
All checks were successful
This commit is contained in:
parent
1a2259bdca
commit
da57b20156
4 changed files with 21 additions and 18 deletions
|
|
@ -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.
|
||||
|
|
@ -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`.
|
||||
Loading…
Add table
Add a link
Reference in a new issue