r3d_hdr_calibrate(peak, paper, black) feeds the tonemap's and the overlay's HDR10 variants and the display's HDR metadata; ov_hdr_nits draws a calibration patch at a number of nits. gpu_caps_probe asks the running Vulkan renderer's instance instead of making and destroying a second one under Streamline's interposer, which left the next swapchain rebuild calling address 0. The overlay gets an HDR10 variant, and the tonemap brightens HDR highlights by one factor rather than per channel. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| bundle-app-native.md | ||
| grass-vulkan-fix.md | ||
| hdr-calibration.md | ||
| hdr-output.md | ||
| mesh-grass.md | ||
| os-threads.md | ||
| quality-settings-live.md | ||
| quality-switches.md | ||
| r3d-load-steps.md | ||
| README.md | ||
| sky-start-yaw.md | ||
| streamline-dlss-reflex.md | ||
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, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessludic-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