chore(release): v0.17.0
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CHANGELOG.md
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CHANGELOG.md
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@ -7,6 +7,26 @@ 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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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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(v0.2.0 has one); the generated bullets below it are not edited by hand.
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## v0.17.0 — 2026-09-16
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### Features
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- **Renderer switches stay out of shipped games** — every `R3D_*` environment switch in
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`ludic.render3d` (debug views, feature kills, file writers, hardware fakes, the Windows
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feature overrides) now goes through one gate: a headless build honours them as before, a
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windowed build only when `R3D_DEV` is set to anything but `0`. See `docs/SHIPPING.md`.
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### Fixes
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- **A lake can be the water that mirrors the world** — a reflecting body is clipped to its
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ellipse like any other unless it is an unbounded sea, so a map whose reflection belongs to
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its lake no longer floods every hollow in the survey with that lake's level; and the
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terrain's wet shore, forest and scree gates read the carved lake's line inside its outline
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(`u_lake`), the rule the grass already used, so a lake above the sea keeps its wet bank and
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no forest is painted down its bed.
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`terrain_lake_carve(false)` keeps a lake's line, outline and shore but skips carving its
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bed, for a height map that already carries a shaped one.
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## v0.16.2 — 2026-09-15
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## v0.16.2 — 2026-09-15
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### Fixes
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### Fixes
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2
VERSION
2
VERSION
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@ -1 +1 @@
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0.16.2
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0.17.0
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@ -1,11 +0,0 @@
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bump: patch
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type: fix
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**A lake can be the water that mirrors the world** — a reflecting body is clipped to its
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ellipse like any other unless it is an unbounded sea, so a map whose reflection belongs to
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its lake no longer floods every hollow in the survey with that lake's level; and the
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terrain's wet shore, forest and scree gates read the carved lake's line inside its outline
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(`u_lake`), the rule the grass already used, so a lake above the sea keeps its wet bank and
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no forest is painted down its bed.
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`terrain_lake_carve(false)` keeps a lake's line, outline and shore but skips carving its
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bed, for a height map that already carries a shaped one.
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@ -1,6 +0,0 @@
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bump: minor
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type: feat
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**Renderer switches stay out of shipped games** — every `R3D_*` environment switch in
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`ludic.render3d` (debug views, feature kills, file writers, hardware fakes, the Windows
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feature overrides) now goes through one gate: a headless build honours them as before, a
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windowed build only when `R3D_DEV` is set to anything but `0`. See `docs/SHIPPING.md`.
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