ludic/changes
Orkuncakilkaya 3c27606747 feat: per-voice audio, outlines for what is not an actor, and a coast
Three things a game could not say, each of which had been worked around.

Audio.play_at(id, gain:, pitch:, pan:) fires a one-shot with its own gain,
pitch and stereo position. Audio.volume and Audio.pitch are global - they are
the options screen - so a game placing a sound in the world was fighting them,
and distance attenuation was simply not expressible. The backend already took
volume and rate per call; this adds setPan: alongside them and stops routing
through the master state.

ludic.render3d gains outline_model(model, mat, width, r, g, b): a rim around
something that is not an Actor. The outline pass walked the actor list and
stopped, so instanced scatter - a forest - could not be highlighted at all. It
is a queue flushed by the same pass, which is what gets the depth test right
when the caller does not control pass order.

And terrain_coast(cx, cz, margin, fall), the other way to make an island:
the sea around the survey's own edge rather than cut out of the middle of it.
terrain_island measures a radius from a centre, which drowns two thirds of a
real survey to make an island of the rest; this measures inward from the
boundary, so everything the data covers stays land and the coast is where the
data runs out. Both modes gained a strand - the last few metres of height
either side of the water line compressed, which stretches a cliff plunge out
into beach and shallows.

132 regression tests and the self-host fixpoints pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:25:46 +03:00
..
audio-play-at.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
outline-model.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
README.md refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +03:00
terrain-coast.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00

Changesets

A changeset is one small Markdown file describing a single user-facing change, dropped in this directory. ludic-dev release consumes every changeset here into a new CHANGELOG.md section, bumps VERSION, and deletes the consumed files.

Format

bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
  • bump: — major, minor, or patch (SemVer). The release version is bumped by the highest level among the pending changesets (unless ludic-dev release <level> overrides it).
  • type: — the Conventional Commit type (feat, fix, perf, docs, …). It decides which group the change lands in: feat → Features, fix → Fixes, perf → Performance, and so on, in that order. A type with no known heading gets one named after itself.

Writing the body

The body is markdown and reaches the changelog as markdown: it becomes one list item, with continuation lines indented to stay inside it. Nested bullets, blank lines between paragraphs and inline code all survive.

bump: minor
type: feat
**Tiled map support** — load and draw Tiled maps.

- **TMX/TSX** — the XML formats, decoded to the same intermediate as JSON.
- **Collision** — the `collision` layer projects onto the engine tilemap.

Lead with the thing that changed, not with the mechanism. A reader scanning the release should be able to stop after your first clause.

Adding one

Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any filename works except this README.md, which the release step always skips.

Preview how the next release will read before cutting it — this writes nothing:

ludic-dev release --dry-run